TWI374385B - Method and system applying dynamic window anatomy and computer readable storage medium storing dynamic window anatomy - Google Patents
Method and system applying dynamic window anatomy and computer readable storage medium storing dynamic window anatomy Download PDFInfo
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- TWI374385B TWI374385B TW093122097A TW93122097A TWI374385B TW I374385 B TWI374385 B TW I374385B TW 093122097 A TW093122097 A TW 093122097A TW 93122097 A TW93122097 A TW 93122097A TW I374385 B TWI374385 B TW I374385B
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Description
1374385 九 【發 面 〇 窗之 戶端 【先 Γ$1 圓 業系 形使 單驅 種桌 可模 環境 顯示 標與 覺上 者活 應用 容, 可互 、發明說明: 明所屬之技術領域.】 本發明係有關於一電腦作業系統之一種圖形使用者介 更明確地說,本發明提出一種機制,其可在一種逐一視 基礎上,允許在每一視窗中擁有多重和/或不規則形用 與非用戶端内容之可能性。 前技術】 電腦作業系統通常具有一殼層’其可向一最终用戶提出 形使用者介面(GUI )。該殼層係由可提供使用者與作 統間之直接通訊的一軟體元件或其一種組合所構成。圖 用者介面通常可提出一種以圖形圖示為導向和/或由選 動之環境,供使用者和該作業系統互動,且通常係以一 面隱喻為基礎β更明確地說,該圖形使用者介面經設計 仿實體世界中在一桌面上進行工作滑動之情形。該桌面 一般會佔據一單—顯示裝置之整個表面,或可跨越多重1374385 九【The front of the window of the façade [first Γ $1 圆 系 使 使 单 单 单 可 可 可 可 可 可 可 可 可 可 可 可 可 可 可 可 可 可 可 可 可 可 可 可 可 可 可 可 可 可 可 可 可 可 可 可The invention relates to a graphical user of a computer operating system. More specifically, the present invention proposes a mechanism that allows for multiple and/or irregular shapes in each window on a per-view basis. The possibility of non-client content. Prior Art Computer operating systems typically have a shell that can present a user interface (GUI) to an end user. The shell is constructed of a software component or a combination thereof that provides direct communication between the user and the system. The graphical user interface can generally provide a graphically oriented and/or actuated environment for the user to interact with the operating system, and is typically based on a metaphor. More specifically, the graphical user The interface is designed to mimic the work of sliding on a desktop in the physical world. The desktop typically occupies a single sheet—the entire surface of the display device, or can span multiple
裝置J·主機可使得使用者介面物件如圖示 '選單、游 視窗位於下層。 在桌面環境裝載之唷苴L '角算上色物件的類型中,為螢幕令 描繪之區域,稱為視窗。 χ 土 通*一視由可供一獨特之使 動所用’且通常係由_ 獲第二者軟體應用程式或一系 程式所產生與管理。左 母—視窗可獨立行動與顯示其 如同其特定應用程式 径式控制下的一種虛擬顯示裝置。通 動式地重新設定招 优·&大小、在顯示器上移動視窗立 5 1374385 堆疊之方式排列之,使一視窗可完全或部份地重疊於另一視 窗之上。在某些視窗環境中,一種視窗可呈現獨特之視覺或 行為狀態,如將-圖示最小化或最大化使其佔據整個顯示器 表面。通常係指派—種由上而下的方式來顯示各個桌面視 窗,在習知領域中稱為z形順序,因此任何—個視窗係以z 形順序重疊於任何其他位於其下之視窗,並佔據螢幕上相同 之技’〜位置。所選之一種單一視窗在任何特定時間皆具有 焦點」’且可接受使用者之輸入。使用者可藉由以一滑鼠 或其他指向裝置按壓另一視窗、或藉由使用一種系統定義之 鍵盤捷徑或按鍵组合,直接將焦點輸入至該視窗。這使得使 用者能夠以一種類似在真實世界中管理紙本文件與其他物 件時將之任意堆疊或排列於一實體桌面上之方式,有效地處 理多重應用程式、標案、與文件。 許多先前技藝圖形使用者介面桌面實作的一種缺點在 於其在圖形演算上色技術中提供豐富視覺内容或開發改良 的能力受限。此種改良包括即時演算上色實際上模塑(變 亮、加陰影、加紋路、透明、反射、與折射)之二維與三維 内谷與平滑、高表現效能動晝。相較於在桌面上利用圖形演 算上色改良時可用之有限功能,在可於Wind〇w®品牌作業 系統以及與相似之作業系統殼層之圖形使用者介面中以視 窗或全螢幕執行的某些應用程式中,能夠提供視覺豐富之内 容。可提供此種内容之應用程式類型為有即時3D動畫與特 效之視訊遊戲、先進繪圖工具如光跡追蹤、以及先進2D與 3D出版應用程式。由於這些程式的視覺輸出不是受限於其 6 1374385 應用程 其他視 於桌面 電 示、選 置如滑 面功能 視窗管 及應用 該原則 缺豐富 桌面之 可提供 GPU頻 在 當一應 得在顯 一視窗 製其所 指示作 情形中 求之區 DWM沒 域係和 式視窗(們)之内容區域或於全營幕演算上色而排除 與桌面本身的顯示,該應用程式之豐富圊形輸出對 環境的顯示毫無助益。 ,作業系統採用-種"管理使用者介面物件如圖 單、游標、視窗與與桌面之軟體層;決定來自輸入裝 鼠與键盤之事件;以及向軟體應用程式提出使用者介 可將此軟體層.稱為桌面視窗管理器(DWM )。桌面 理盗(DWM )之演算上色邏輯、輸人事件傳間以 程式介面(APO共同地具體表現使用者介面原則, 繼而了疋義該作業系統之整體使用者經驗。至今仍欠 視覺話桌面的了種主要原因為DWM管理與演算上色 方法。先前之DWM實作利用一種「失效」模型,其 主要針對保存視訊與系統記憶體資源以及cpu與 寬之需求而發展出來的桌面。 失效模型中,當調整一視窗之大小或移動視窗時,或 用程式想要重新繪製一視窗之全部或一部份時,會使 不器中受影響的部份「失效」。DWM會在内部使受到 大小或移動而影響之區域失效,然而_種想要重新繪 有之視由的全部或一部的應用程式會透過一 Αρι來 業系統將其所有之視窗中指定之區域失效。在任一種 ,DWM會決定對於一螢幕上更新有實際需求之所要 域的子集’來處理該失效要求。欲完成此一要求, I常可洽詢所保持之一種交集區域之清單,該交集區 目標視ia、重疊在目標視窗上的其他視窗、和受影響 I374385 視窗相關聯之剪裁區域、以及該顯示之可見邊界等相關聯。 之後DWM可以〆種指定之由上至下順序,向每—受影響之 應用程式傳送一蘀繪畫訊息來指明需要更新之區域。應用程 式可選擇注意或忽略所指定區域。可利用—低階圖形 演算引擎如圖形裝置介面(GDI)所提供之功能,自動剪裁 —應用程式在區域更新區域之外進行的任何繪晝。 失效訊息模犁的一種優點在於其可保存顯示記憶體。亦 即’以DWM為基礎之一失效僅需維持足夠的緩衝記憶體來 繪製一種單一桌面,而不須「記憶」在目前顯示内容下之内 谷。然而’因為桌面上之視®係以一種由上至下之順序來提 出’其特徵如透過GDI之非矩形視窗與豐富2d動畫需要大 量之CPU運算並涉及顯示表面之複雜區域和/或大量取樣 (因而限制圖形硬體加速器之潛能),然而其他特徵如透明 度、陰影、3D圖形與先進光影特效則非常困難且需要大量 資源。 作為例示,微軟視窗®χρ視窗管理器,先前稱為USER, 自從視窗®品牌之作業系統推出以來,其一直是圖形使用者 介面子系統(目前稱為Win32 )之主要元件。user利用2 維圖形裝置介面(GDI)圖形演算上色引擎將該顯示進行演 算上色GDI為Wln32的另一種主要子元件,且係以原始視 窗⑧品牌作業系統中提出之演算上色技術為基礎。USER利 用一失效訊息模型並配合GDI剪裁區域與2D製圖原型,將 每一視窗演算上色至顯示區域。在演算上色桌面中USER的 種主要活動為針對每一種桌面演算上色之失效模型,識別 8 1374385 顯示區域中 式與欲繪圖 桌面演 上色方式* 桌面係由最 接著是圖示 階層之資料 色桌面,每 然而,桌面 會在記憶體 年來市場改 記憶體大量 能夠實作組 中階與 作業系統中 繪圖功能並 舊有應用程 的有限能力 即時3D電ί 主要市場誘 時、以硬體 圖形硬體特 直接程式化 僅有遊戲軟 需要視覺更新之區域、並通知有該需要之應用程 之位置。 算上色的下一階段發展為一種由下至上之演算 構為桌面组合。在一组合DWM、或CDWM中, 下層向最上層繪製。亦即,最先繪製桌面背景, 資料失與直接位於桌面上之内容、其後為第一 失(們)’之後依序繪製。藉著由下往上演算上 一迭代層可將其内容奠基於其下之迭代層之上。 组合為一種耗費大量記憶體之過程,因為Cdwm 中維持繪製到桌面上的每一物件之一複本。在近 變與生產技術進步而使得先進視訊硬體與電腦 普及之前’僅有商業用途、昂貴、高階運算系統 合引擎,如用來製備電影之特效。 低階電腦視訊硬體之演進絕大多數是因為常見 提出了繪圖功能。然而,常見作業系統中提出之 未有重大之革新,其原因有很多,包括需維持和 式軟體之相容性、以及可供使用之視訊硬體範圍 。然而,在短時間内便達到一極為複雜之程度的 丨留遊戲已取代作業系統成為發展臨售視訊硬體之 因。目前消費者已經能夠以合理的價格取得即 為基礎之3D加速。因此,以往認為非常先進之 徵,如加速之紋理與光線演算、3D變形、以及 GPU之能力,皆可輕易獲得。目前,一般而言 體與高度專業化之繪圖應用程式大量利用此種 9 1374385 特徵,且為達此一目的,其必須避開既有 Win32視窗管理 器(USER)與 GDI。 實作一组合桌面模型之另一種障礙為,目前撰寫可供一 失效模型DWM使用之既有應用程式在一组合環境中無法正 常運作。這是因為既有應用程式之核心演算上色邏輯係根據 作業系統之失效模型DWM API。亦即,既有應用程式僅在 接收到由作業系統或其本身之失效要求所產生的一種繪畫 訊息後才進行繪圖,來取代直接回應使用者互動或内部狀態 之改變而演算上色視窗内容。最困難的解決方法,包括設計 一種方法,藉由組合DWM以應用程式之身分來取代既有 GUI平台。較簡單的替代方案係由包括將應用程式自複合之 桌面環境排除(在該領域中此種方法稱為「沙箱」),或僅完 全放棄既有應用程式相容性。 目前,應用程式不能修改位在非用戶端區域中之UI元 件。此外,沒有直接與有力的方法可查詢、修改、或選擇性 地棄用該標準框架佈局、或個別地演算上色非用戶端元件。 舉例而言,沒有任何實際的方法可讓一應用程式重新配置系 統圖示或非用戶端按鈕(如,復原、最大化、最小化、關閉) 以及加入或追蹤常用非用戶端按鈕。此外,應用程式將應用 程式内容置於一種單一矩形區域(用戶端區域)之功能受到 限制,除非應用程式想要假設該視窗之非用戶端區域(以及 用戶端區域)的演算上色與點擊測試責任。在既有使用者架 構中放寬這些限制的任一種,會使得預期並仰賴這些限制的 許多常用既有應用程式變成無法使用。 10 ^ 〇此,若能提出一種豐富、具有所有功能之作業系統且 族可引用一组合模型來演算上色一桌面,並能提出可允許動 提梘窗架構之桌面視窗管理器,應為該領域中之一大進展。 ^出種桌面視窗管理器,其可允許動態視窗架構且可支援 既右to ^ 程式,使得既有應用程式亦可在動態架構模型中運 ’將會是本領域更進一步的進屐。 容 内 明 發 某此下文提出本發明之一種簡化摘要,以便提供對本發明之 -、y態樣的基本了解。本摘要並非本發明之延伸回顧。其用 、並非疋義本發明之主要或重大元件、或描繪本發明之 園 Ο 一 L— 余下列摘要僅以一種簡單之形式,提出本發明之某些概 ^ 作為後文提出之更詳細敘述的前言。 為了克服上述先前技藝的限制,且為了克服在閱讀與了 解本說明書之後發現之其他限制,本發明系關於一種複合之 桌面’其可提供先進繪圖與演算上色能力。 第一種本發明之示範性態樣提出一種資料處理系統其 可繪製具有動態解析之視窗。該資料處理系統具有一記憶 體,其可儲存視窗屬性至少包含,儲存對於每—視窗儲存了 何種屬性、一基底物件之屬性、與至少一種内容物件之屬 性。該資料處理系統亦具有一组合桌面視窗管理器軟體模 組,其可根據已儲存屬性之每一視窗的視窗屬性來組成—桌 面。 本發明之另一種態樣提出一種資料結構,可儲存具有 11 ΗΟδ:) = 動態解析之視窗的視窗資訊。該資料结構包括一種第 一資料棚位,甘 具可儲存一視窗之一種基底物件的基底物件屬 性 I 以及一兹哲 裡第二資料攔位,其可儲存該視窗之一或多種内 容物件的内容物件屬性。 【實施方式】 _ 在下歹j不同具體實施例之說明t,會參照附隨之圖示, •些圖示开j # 7 ’、 战了此處之一部份,且在圖示中闡明了多種可實 作本發日月之f g ^ 、fe性具體實施例β亦應了解,可利用其他具體 貫施例且可# Τ之進行結構上或功能上之修改,而不會悖離本 發明之範圍與精神。 本發明提出—種桌面視窗管理器(DWM),其可使用桌 面矣且JJc j&L甘 ' 乂佳之次算上色模型。此處將此種發明性之桌 面視窗管理器极,洛 ,A tThe device J. host can make the user interface object as shown in the figure 'the menu and the window are located on the lower layer. In the type of color object that is loaded in the desktop environment, the area that is drawn for the screen is called a window. χ土通* is used by a unique driver's and is usually generated and managed by a second-party software application or a series of programs. The left parent-window can act independently and display it as a virtual display device under its specific application-path control. Actively resetting the size of the Optimum & size, moving the window on the display 5 1374385 stacked so that one window can overlap completely or partially over another window. In some windowing environments, a window can present a unique visual or behavioral state, such as minimizing or maximizing the icon to occupy the entire display surface. Usually assigned - a top-down way to display each desktop window, known in the art as a z-order, so any window is superimposed in z-order on any other window below it, and occupies The same technique on the screen '~ position. A single window of choice has a focus at any given time and is acceptable for user input. The user can directly input the focus to the window by pressing another window with a mouse or other pointing device, or by using a system-defined keyboard shortcut or key combination. This enables users to efficiently process multiple applications, benchmarks, and files in a manner similar to how they can be stacked or arranged on a physical desktop when managing paper files and other objects in the real world. One of the disadvantages of many prior art graphical user interface desktop implementations is that their ability to provide rich visual content or development improvements in graphics calculus techniques is limited. Such improvements include real-time calculus, two-dimensional and three-dimensional valleys, and smooth, high performance efficiencies that are actually molded (brightened, shaded, textured, transparent, reflected, and refracted). Compared to the limited functionality available on the desktop for graphical color rendering improvements, it can be performed in Windows or full screen in the Wind〇w® branded operating system and graphical user interface with similar operating system shells. These applications provide visually rich content. The types of applications that offer such content are video games with instant 3D animation and effects, advanced drawing tools such as trace tracking, and advanced 2D and 3D publishing applications. Since the visual output of these programs is not limited by its 6 1374385 applications, other desktop-based displays, such as the sliding surface function window tube and the application of this principle, the lack of rich desktops can provide GPU frequency when it should be in the first place. In the case of the window system, the content area of the DWM no domain system and the window (the) is determined in the case of the window, and the display of the full screen is excluded to exclude the display of the desktop itself. The rich output of the application is for the environment. The display is not helpful. The operating system adopts a type of management interface for the user interface, the cursor, the window and the software layer of the desktop; determines the event from the input mouse and keyboard; and presents the user application to the software application. The software layer is called the Desktop Window Manager (DWM). DWM's calculus coloring logic, input event intervening program interface (APO collectively expresses the user interface principle, and then the overall user experience of the operating system. Still owes the visual desktop The main reason for this is DWM management and calculus coloring. Previous DWM implementations used a "failure" model, which was mainly developed for desktops that preserve video and system memory resources and CPU and bandwidth requirements. In the case of adjusting the size of a window or moving a window, or when the program wants to redraw all or part of a window, it will invalidate the affected part of the device. DWM will be internally Areas affected by size or movement are not valid, however, all or one of the applications that want to redraw the view will invalidate all the areas specified in the window through the system. In either case, DWM It will decide to process the failure request for a subset of the required domains that have actual needs on the screen. To complete this requirement, I can often consult the maintained A list of intersection regions that are associated with ia, other windows that overlap on the target window, the clipping region associated with the affected I374385 window, and the visible boundary of the display, etc. After that, DWM can specify From top to bottom, a painting message is sent to each affected application to indicate the area that needs to be updated. The application can choose to pay attention to or ignore the specified area. Available - low-level graphics engine such as graphics device interface ( GDI) provides automatic clipping—any drawing done by the application outside the area update area. One of the advantages of the invalid message mold plough is that it can save the display memory. That is, one of the DWM-based failures only It is necessary to maintain enough buffer memory to draw a single desktop without having to "remember" the valleys under the current display content. However, because the View® on the desktop is presented in a top-down order. Such as non-rectangular windows through GDI and rich 2d animations require a lot of CPU operations and involve complex areas of the display surface and / or a large number Sampling (thus limiting the potential of a graphics hardware accelerator), while other features such as transparency, shading, 3D graphics, and advanced lighting effects are very difficult and require a lot of resources. As an illustration, Microsoft Windows® Windows Manager, formerly known as USER, Since the introduction of the Windows® brand operating system, it has been the main component of the graphical user interface subsystem (currently known as Win32). User uses the 2D graphics device interface (GDI) graphics calculus engine to calculate the display. Color GDI is another major sub-component of Wln32, and is based on the calculus coloring technique proposed in the original Windows 8 brand operating system. USER uses a failure message model with GDI clipping area and 2D graphics prototype, each window The calculus is colored to the display area. The main activity of USER in the calculus coloring desktop is the invalidation model for each desktop calculus, identifying 8 1374385 display area Chinese style and the way to draw the desktop coloring method* It is the data color desktop of the graphic class, and every time, the desktop will come to market in the memory year. A large number of memory can be used to implement the drawing function in the middle and working systems of the group and the limited ability of the old application. Instant 3D electricity ί Main market temptation, hardware graphics, direct programming, only game software, visual update The area and notify the location of the application that has the need. The next stage of coloring develops into a bottom-up calculus as a desktop combination. In a combined DWM, or CDWM, the lower layer is drawn to the uppermost layer. That is, the desktop background is drawn first, and the data is missing and directly placed on the desktop, followed by the first missing (s). By averaging the last iteration layer from the bottom up, the content can be based on the next iteration layer. The combination is a process that consumes a lot of memory because Cdwm maintains a copy of each object drawn to the desktop. Before the advancing and advances in production technology that made advanced video hardware and computers popular, 'only commercial, expensive, high-end computing systems combined with engines, such as special effects for filmmaking. The evolution of low-end computer video hardware is mostly due to the common drawing function. However, there are many major innovations in the common operating systems for a number of reasons, including the need to maintain compatibility with software, and the range of video hardware available. However, reaching a very complex level of detention in a short period of time has replaced the operating system as the reason for the development of video hardware. At present, consumers have been able to obtain 3D acceleration based on reasonable price. As a result, highly advanced features such as accelerated texture and ray calculus, 3D morphing, and GPU capabilities are readily available. At present, the general and highly specialized drawing applications make extensive use of this 9 1374385 feature, and for this purpose, they must avoid the existing Win32 Windows Manager (USER) and GDI. Another obstacle to implementing a combined desktop model is that existing applications that are currently available for use with a failure model DWM do not function properly in a combined environment. This is because the core calculus logic of the existing application is based on the failure model DWM API of the operating system. That is, the existing application only draws after receiving a drawing message generated by the operating system or its own failure request, instead of directly responsive to the user interaction or internal state change to calculate the coloring window content. The most difficult solution, including designing a method, replaces the existing GUI platform with the identity of the application by combining DWM. A simpler alternative is to exclude the desktop environment where the application is self-compositing (this method is called a "sandbox" in the field), or simply abandon existing application compatibility. Currently, applications cannot modify UI elements that are in non-user-side areas. In addition, there is no direct and powerful way to query, modify, or selectively deprecate the standard frame layout, or to individually color non-customer components. For example, there is no practical way for an application to reconfigure system icons or non-user buttons (eg, restore, maximize, minimize, close) and join or track common non-user buttons. In addition, the application's ability to place application content in a single rectangular area (the client-side area) is limited unless the application wants to assume the calculation of the non-user area (and the client area) of the window. responsibility. Relaxing any of these restrictions in an existing user architecture can make many of the commonly used existing applications that are expected and rely on these limitations become unusable. 10 ^ In this case, if you can propose a rich, all-function operating system and the family can refer to a combined model to calculate the coloring of a desktop, and can propose a desktop window manager that can allow the window structure to be activated, it should be One of the major advances in the field. ^ A desktop window manager that allows dynamic window architecture and supports both right-to-right programs, so that existing applications can also be run in a dynamic architecture model, which will be a further advancement in the field. A simplified summary of the present invention is set forth below to provide a basic understanding of the -, y aspects of the present invention. This summary is not an extensive review of the invention. The use of the present invention is not intended to be a singular or significant element of the present invention, or a description of the present invention. The following summary is only a simple form of the present invention. Preface. In order to overcome the limitations of the prior art described above, and to overcome other limitations found after reading and understanding the specification, the present invention is directed to a composite desktop that provides advanced drawing and calculus coloring capabilities. A first exemplary aspect of the present invention provides a data processing system that can draw a window with dynamic resolution. The data processing system has a memory whose storage window attributes include at least what attributes are stored for each window, attributes of a substrate object, and attributes of at least one content object. The data processing system also has a combined desktop window manager software module that can be formed based on the window attributes of each window of the stored attributes - the desktop. Another aspect of the present invention provides a data structure for storing window information having a window of 11 ΗΟ δ:) = dynamic resolution. The data structure includes a first data booth, the base object property I of the base object of the window and the second data block of the Zzuri, which can store the content of one or more content objects of the window. Object properties. [Embodiment] _ In the following description of different specific embodiments, reference will be made to the accompanying drawings, and some of the illustrations open j # 7 ', which is part of the battle, and is illustrated in the figure. A variety of fg^, fe-specific embodiments of the present invention may also be understood, and other specific embodiments may be utilized and structural or functional modifications may be made without departing from the invention. The scope and spirit. The present invention proposes a desktop window manager (DWM) that can use a desktop model and a JJc j&L Gan's secondary color rendering model. Here is the inventive desktop window manager, Luo, A t
柄為一組合桌面視窗管理器(CDWM )。CDWM 和組合子***—杂越& ^ Λ 起私為統一組合引擎(UCE ),其可在桌面 其提供3D圖形與動畫、陰影、透明、先進光影技術以及 '豐田視覺特徵。此處所用之組合演算上色模型可於内部 自廣算上色中之失效步驟,且可將傳送繪畫與其他通知訊 *求最小化或消除,因為系統保持了除夠的狀態資訊根 據要求來演算上色每一視窗。 示範性作業環境 第1圖閣明一種適當運算系統環境1〇〇之一種實施例, 發月可實作於其t。運算系統環境i 00僅為一種適當運算 12 環境之一種實施例,且本說 乃V無忍以其限制本發明之使用 範圍或功能。亦不應將運算璟户僻上 壤境100解釋為其對於示範性作 業環境100中所闡明之任_ 求。 種70件或其组合有依賴性或需 可在多種其他一般目的 4特洙目的或组態之運算*** 壤境中運作本發明。適於供太 發月使用之為人熟知的運算系 統、環境、和/或組態的實施你 I轭例包括但不限於,個人電腦; 词服器電腦;可攜式與手持萝 瑕置如個人數位助理(pda)、 平板PC或膝上pc;多處理 糸統,以微處理器為基礎之系 統,機上盒;可程式化之消 %千產。口,網路PC ;迷你 電腦;主機電腦;包括任何上 仃上述系統或裝置之分散式運算環 境,及其相似者。 可在一般電腦可執行指令 7之永構下描述本發明,如一雷 腦所執行之程式模組。—般而一 e4•抬Λ 月如電 月又而έ ’程式模組包括堂 物件、元件、資料結構等可執 I、程式、 π j钒仃特疋工作或實作 料類型者。本發明亦可管你竹疋抽象賁 伞m τ實作於分散式運算環境中 運算環境令係由透過—絪政.鱼 刀散式 行工作。在一種分散十." 接遠端處理裝置來執 灯$ * ^政式運算環境中,程式模組 遠端兩種電腦儲存媒體上,包括記憶體健存裝置。機與 參照第1圖,-種可實作本發明之示範。 一般目的運算裝置,发π 4 4 、、-先包括一種 开珉直其形式為一電腦110。電聰,, 可能包括但不限於,一處 〇之元件 堤理早兀120、一系铽 與一系統匯流排121复可將户 、’ D憶體130、 八J將多種系統兀件包紅么 耦合至處理單元120。年络系統記憶體 乐統匯流排121可以县夕仅 &夕種匯流排結 13 1374385 構種類之任一種,包括一記怜 ®體匯流排或記憶體控制卡、一 周邊匯流排、以及一種利用多 夕種匯流排架構之任一種的區域 匯流耕。作為例示,且非pg細 非限制,此種架構包括工業標準架構 (ISA)匯流排、微通道架播f mpa、The handle is a combined desktop window manager (CDWM). CDWM and the combined subsystem - Hybrid & ^ Λ Private as the Unified Combining Engine (UCE), which provides 3D graphics and animation, shadows, transparency, advanced lighting technology and 'Toyota visual features' on the desktop. The combined calculus coloring model used here can be used to internally invalidate the invalidation steps, and can minimize or eliminate the transfer of paintings and other notifications, because the system maintains sufficient state information according to requirements. The calculation colors each window. Exemplary Operating Environment An example of an appropriate computing system environment is shown in Figure 1, where the moon can be implemented. The computing system environment i 00 is only one embodiment of an appropriate computing environment, and it is said that V is in no way to limit the scope of use or functionality of the present invention. The computing user's remote land 100 should not be interpreted as a requirement for the exemplary job environment 100. The invention is operated in a soil of 70 pieces or combinations thereof that are dependent or require a variety of other general purpose. Implementations of well-known computing systems, environments, and/or configurations suitable for use by Taifayue. I yokes include, but are not limited to, personal computers; word processor computers; portable and hand-held radish Personal digital assistant (pda), tablet PC or laptop pc; multi-processing system, microprocessor-based system, set-top box; can be programmed to eliminate thousands of production. Port, network PC; mini computer; host computer; includes any decentralized computing environment for the above systems or devices, and the like. The invention may be described in the context of a general computer executable instruction 7, such as a program module executed by a ray. As usual, e4• Λ 如 如 如 如 如 ’ ’ ’ ’ ’ ’ ’ ’ ’ ’ ’ ’ ’ ’ ’ ’ ’ ’ ’ ’ ’ ’ ’ The invention can also control your bamboo raft abstract 贲 umbrella m τ is implemented in a decentralized computing environment. The computing environment is operated by the 絪 絪 .. In a decentralized remote processing device, the program module is remotely connected to two kinds of computer storage media, including a memory storage device. The machine and the reference to Fig. 1 can be practiced as an example of the invention. The general purpose computing device, which emits π 4 4 , - includes a type of computer 110 in the form of an opening.聪聪,, may include but is not limited to, a 〇 〇 堤 堤 、 、 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 120 It is coupled to the processing unit 120. The annual system memory music system bus 121 can be any one of the types of the county and the current type of bus junction 13 1374385, including a Pity® body bus or memory control card, a peripheral bus, and a Regional convergence farming using any of the multi-ethnic busbar architectures. As an example, and non-pg fine is not limited, this architecture includes industry standard architecture (ISA) bus, micro channel broadcast f mpa,
氷構(MCA)匯流排、加強型ISA (EISA)匯流排、影像電子妗 卞標準協會(VESA )區域匯流排、 繪圖加速埠(AGP )匯流排、 以及周邊兀件互連(pCI)匯 流排亦稱為Mezzanine匯流排。 腦110通常包括多種電腦可讀取媒體。電腦可讀取媒 體可以是電腦m能夠存取的任何可用媒體且包括易變與 非易變媒體、可移除與非可移除媒體兩者。作為例示,且非 限制,電腦可讀取媒體可至少包含電腦儲存媒體與通訊媒 體。電腦儲存媒體包括易變與非易變、可移除與非可移除媒 體兩者,其係於實作於任何可儲存資訊之方法或技術,該資 料如電腦可讀取指令、資料結構、程式模組、或其他資料。 電腦儲存媒體包括,但不限於,RAM、ROM、eepr〇m、快 閃記憶體、或其他記憶體技術、CD R0M、數位多功能光碟 (DVD )、或其他光碟儲存、磁匣、磁帶、磁碟儲存、或其 他磁性儲存裝置、或任何其他媒體其可用來儲存想要資訊且 該資訊可供電腦110存取。通訊媒體通常可具體化電腦可讀 取·ί曰資料結構、程式模組、或一種模組化資料信號中 的其他資料,前述模組化資料信號如一載波或其他傳輸機制 種且包括任何資訊傳遞媒體。「模組化資料信號」一詞代表 一種信號,其所擁有之一或多種屬性集之形式或該屬性集經 改變可將資訊編碼於該信號中。作為例示,且非限制,通訊 14 1374385 媒體包括有線媒體,如一種有線網珞或直接有線連線、以及 無線媒體如音波、RF、紅外線以及其他無線媒體。電腦可 讀取媒體之範圍亦可包括任何上述组合》 系統記憶體130包括電腦儲存媒體,其形式為易變和/ 或非易變記憶體如唯讀記憶體(ROM) 131與隨機存取記憶 體(RAM ) 132。一種基本輸入/輸出系統133(BI〇s)通常 儲存於中,其含有基本常式,可幫助在電腦n〇中的元件之 間傳輸資訊’例如於開機的過程中。RAM 132通常含有可 立即供處理單元12〇存取和/或正由其作業中之資料和/或程 式模組》作為例示,且非限制,第i圖闡明作業系統134、 應用程式U5、其他程式模組136、以及程式資料 電腦U0亦可包括其他可移除,非可移除、易變/非易變 電腦儲存媒體。僅作為例示,第 弟1圖閣明一種硬碟機141, 其可自非可移除、非易變磁性 往螺體磧取資料或將資料寫入; =碟㈣,其可自—種可移除、非易 資料或將資料寫人:以及—光_ 155, = 除、非易變“ 156如—CD’、了自-種可移 R〇 Μ或其他光學讀取^杳 將資料寫入。可在作業環 斗或 除、易變/非易變電腦儲“他可移除/非可移 固態_、及其相似者。硬碟 記憶體介面如介面14連接至… 常透過-非可移除 與光碟機155通常由—種 丨,且磁碟機151 連拄移除記憶趑介面,如介面】w 建接至系統匯流排121。 《°斤面150 15 1374385 上述這些硬碟機以及與其關聯並 腦错存媒趙’可供健存電腦可讀取指令、資料結構、程式模 组與其他電腦110之資料。在第!圖中,舉例而言,已閣 明硬碟機141可儲存作業系統144、應用程式M5、其他程 式模纽146、以及程式資料147。需注意這些元件可和作業 ***134、應用程& 135、其他程式模组136、與程式資料 137相同或不同。此處對作業系統144、應用程式145、其 他程式模組146、以及程式資料ι47指定不同之數值係為 至> 闞明其為不同之複本。_使用者可透過輸入裝置例如一 鍵盤162與指向裝置161,指向裝置通常稱為一滑鼠軌跡 球、或觸控板,將指令與資訊輸入至電腦11〇中。其他輸入 裝置(此處未顯示)可包括一麥克風、搖桿、遊戲墊、衛星 碟、掃描器、或與其相似者。這些與其他輸入裝置通常經由 一種耦合至系統匯流排使用者輸入介面160連接至處理單 το 1 20,但亦可由其他介面與匯流排結構連接,例如—種平 行淳、遊戲淳、或—種通用序列匯流排(USB )。一種監視 器184或其他類型之顯示裝置亦可透過一介面如—種視訊 介面183,接至系統匯流排121。電腦n〇亦可包括—種數 位化器1 85,可和監視器丨84 —起使用,而允許一使用者利 用一種手寫輪入裝置186來進行輸入。除了監視器之外電 腦亦可包括其他周邊輪出裝置如擴音器189與印表機188, 其可透過一輪出周邊介面187來連接。 或多種遠端 胃遠端電腦 V在一種網路化環境中,利用邏輯連接至一 電腦’例如一種遠端電腦18〇 ’操作電腦110。 16 1374385Ice Construction (MCA) Bus, Enhanced ISA (EISA) Bus, Video Electronics Standards Association (VESA) Area Bus, Drawing Acceleration (AGP) Bus, and Peripheral Component Interconnect (PCI) Bus Also known as the Mezzanine bus. Brain 110 typically includes a variety of computer readable media. The computer readable medium can be any available media that the computer m can access and includes both variable and non-volatile media, removable and non-removable media. By way of illustration and not limitation, computer readable media may include at least computer storage media and communication media. Computer storage media includes both volatile and non-volatile, removable and non-removable media, which are embodied in any method or technology for storing information, such as computer readable instructions, data structures, Program module, or other materials. Computer storage media includes, but is not limited to, RAM, ROM, eepr〇m, flash memory, or other memory technology, CD ROM, digital versatile disc (DVD), or other optical disc storage, magnetic tape, magnetic tape, magnetic The disc storage, or other magnetic storage device, or any other medium, can be used to store the desired information and the information is accessible to the computer 110. The communication medium can be embodied in a computer readable data structure, a program module, or other data in a modular data signal, such as a carrier or other transmission mechanism and including any information transmission. media. The term "modular data signal" refers to a signal that has the form of one or more attribute sets or that has been modified to encode information into the signal. By way of illustration and not limitation, communication 14 1374385 media includes wired media such as a wired network or direct wired connection, and wireless media such as sonic, RF, infrared, and other wireless media. The range of computer readable media may also include any of the above combinations. System memory 130 includes computer storage media in the form of volatile and/or non-volatile memory such as read only memory (ROM) 131 and random access memory. Body (RAM) 132. A basic input/output system 133 (BI〇s) is typically stored in it, which contains basic routines that help to transfer information between components in a computer's, for example, during boot. The RAM 132 typically contains instant access to the processing unit 12 and/or is being instantiated by the data and/or program modules in its operation, and is not limiting, and the i-th diagram illustrates the operating system 134, the application U5, and others. The program module 136, and the program data computer U0 may also include other removable, non-removable, variable/non-volatile computer storage media. For example only, the first brother 1 shows a hard disk drive 141, which can retrieve data or write data from non-removable, non-volatile magnetics to the screw; = disc (4), which can be self-propelled Remove, non-easy data or write data: and - light _ 155, = except, non-volatile "156 such as - CD", self-removable R 〇Μ or other optical reading ^ 杳 write information In. It can be stored in the operating bucket or in a variable/non-volatile computer "he can be removed / non-removable solid state _, and similar. The hard disk memory interface, such as interface 14, is connected to... The normally through-non-removable and optical disk drive 155 is usually powered by, and the drive 151 is connected to remove the memory interface, such as the interface] Row 121. "°容面150 15 1374385 These hard disk drives and their associated erroneous media Zhao's are available for health-reading computer-readable instructions, data structures, programming modules and other computer 110 data. In the first! In the figure, for example, the hard disk drive 141 can store the operating system 144, the application M5, other program modules 146, and the program data 147. It should be noted that these components may be the same as or different from operating system 134, applications & 135, other programming modules 136, and program data 137. Here, the operating system 144, the application program 145, the other program module 146, and the program data ι47 are assigned different values to > to indicate that they are different copies. The user can input commands and information into the computer through an input device such as a keyboard 162 and pointing device 161, which is commonly referred to as a mouse trackball or trackpad. Other input devices (not shown here) may include a microphone, joystick, game pad, satellite dish, scanner, or the like. These and other input devices are typically coupled to the processing unit το 1 20 via a coupling to the system bus user input interface 160, but may also be connected to the bus bar structure by other interfaces, such as a parallel 淳, game 淳, or a generic Sequence bus (USB). A monitor 184 or other type of display device can also be coupled to the system bus bar 121 via an interface such as a video interface 183. The computer 〇 can also include a digitizer 1 85 that can be used with the monitor 丨 84 to allow a user to input using a handwriting wheeling device 186. In addition to the monitor, the computer may include other peripheral wheeling devices such as a microphone 189 and a printer 188 that are connectable through a round of peripheral interface 187. Or a plurality of remote gastric distal computers V operate the computer 110 in a networked environment by logically connecting to a computer, such as a remote computer 18'. 16 1374385
路由器、一網路PC 180可以是一個人電腦 一種對等裝置或其他常見網路節點, a艰帘包括上述關钤你 腦110所述之多種或全部元伴,雜铁产物 ^ 件雖然在第1圖中僅閣明〜& 記憶體儲存裝置181。第1圓中所冷 ^ 回T所增之邏輯連接包括—稜 機區域網路(LAN) m、以及—種廣域區域網路(wa^ 173’但亦可包括其他網路。此種網路環境在辦公室企 内電腦網路、内部網路、以及網際網路中極為常見。也業 當在一種LAN網路環境中使用時,電腦11〇透過〜 網路介面或配接卡170連接至LAN 171。當在一種WAn 路環境中使用時,電腦110通常包括一數據機172或其他吁 在WAN 173上建立通訊連線的方式,如網際網路。數捸^ 172,可以是内建或外接,可透過使用者輸入介面16〇’或 其他適當機制連接至系統匯流排m。在一種網路化環境 中,可將關於電腦11〇所述之程式模組或其部分,儲存於遠 端記憶體儲存裝置中。作為例示,且非限制,第丨圖闡明之 遠端應用程式182係位於記憶體裝置181上。可以瞭解,此 處所不之網路為例示,且可使用其他可在電腦之間建立一通 訊連線之方法。 示範性具體實施例 本發明可利用一種組合桌面視窗管理器(CDWM )利用 一種複合之桌面模型,即一種由下至上的演算上色方法,來 缯·製並維持桌面顯示。CDWM可在一緩衝記憶體區域中維 持内容以供將來之參照。CDWM可藉由由下往上的形式來 17 1374385 繪製桌面,從桌面背景開始,並以反向之z形順序一需處理 重疊之視窗,來组成該桌面。在组成桌面時,CDWM可部 分根據正在繪製之視窗其上之内容並部分根據其他環境因 子(如’光源、反射性質等),來繪製每一視窗。舉例而言, CDWM可利用一 ARGB格式紋理之alpha色板來提供透明性 給一視窗,且可選擇性地根據一虛擬光源來強調視窗内容之 一部份(如,框架)β CDWM可以作為作業系統134、144之一部份,或可獨 立於作業系統存在,如位在其他程式模組136、146中》此 外’ CDWM可仰賴一種較低階之圖形組合子系統,此處稱 為一種統一組合引擎(UCE),下文以及於2003年10月23 曰提出,一併等待審查中之「一圖形處理系統中之一種統— 組合引擎的系統與方法」(代理人檔案編號50037.201U501) 將進一步詳述之,此處將之整個納入做為參考。在一種示範 性具體貫施例中’ UCE係以位於華盛頓州Redmond之微軟 公司的Direct 3D®與DirectX®技術為基礎,或使用前述技 術。在替代性具體實施例中,可利用其他圖形組合子系統, 如以加州 Mountain View 之 Silcon Graphics 公司的 OpenGL®圖形引擎為基礎之X視窗平台之變量,及其相似 者。UCE可在桌面上啟用3D圖形與動畫、透明度、陰影、 光線特效、凹凸貼圖,環境貼圖、以及其他豐富視覺特徵。 第1B圖闡明根據一桌面组合平台之一種示範性舉體實 施例的一種元件架構。一組合桌面視窗管理器(CD WM ) 1 90 可包括一程式化介面190a,透過該介面一種組合支援應用 18 1374385 程式軟體191可獲得CDWM視窗與内容產生以及管理功 能;一種子系統程式化介面19〇b,既有梘窗圖形子*** 可透過該介面傳送可影響個別視窗之重新導向(視窗圖 出重新導向將於下文詳述)之圖形輸出的改變之更新通知 以及一種in物件管理器190c,其可將桌面⑴物件如視窗 及其相關内容維持一種2形存放eUI物件管理器可和一種 布景主題管理器193進行通訊’以便取回和一現用桌面布景 主題相關聯之資源、物件行為屬性、以及演算上色度量資訊、。 既有圖形使用者介面子系統192可包括一種既有視 管理器192a以及既有圖形裝置介面192卜既有視窗管理器 192a能提供失效-模型視窗與桌面功 呆曲功能給開發出CDWM之前 所撰寫的軟體應用程式。既有圖形拉The router, a network PC 180 can be a peer-to-peer device or other common network node, a hard curtain includes the above-mentioned various or all of the meta-companions described in your brain 110, although the hybrid iron product is in the first In the figure, only the cabinet ~ & memory storage device 181. The logical connections added to the first round are: the edge area network (LAN) m, and the wide area network (wa^ 173' but may also include other networks. The road environment is very common in office networks, internal networks, and the Internet. When used in a LAN environment, the computer 11 is connected to the network interface or the adapter card 170. LAN 171. When used in a WAn environment, the computer 110 typically includes a modem 172 or other means of establishing a communication connection on the WAN 173, such as the Internet. The number 172 can be either built-in or Externally, it can be connected to the system bus m through the user input interface 16' or other suitable mechanism. In a networked environment, the program module or part thereof described in the computer 11 can be stored at the remote end. In the memory storage device, by way of example and not limitation, the remote application 182 illustrated in the figure is located on the memory device 181. It can be understood that the network here is not illustrated, and other available computers can be used. Establish a communication connection between EXEMPLARY EMBODIMENT The present invention can utilize a composite desktop window manager (CDWM) to utilize a composite desktop model, a bottom-up calculus coloring method, to maintain and maintain a desktop display. CDWM can The content is maintained in a buffered memory area for future reference. The CDWM can draw the desktop by bottom-up form 17 1374385, starting from the desktop background and processing the overlapping windows in reverse z-order. To form the desktop. When composing the desktop, CDWM can draw each window according to the content of the window being drawn and partly according to other environmental factors (such as 'light source, reflective nature, etc.). For example, CDWM can An alpha swatch of the ARGB format texture is used to provide transparency to a window, and optionally a portion of the window content (eg, frame) can be emphasized according to a virtual light source. β CDWM can be used as one of the operating systems 134, 144. Part, or can exist independently of the operating system, such as in other program modules 136, 146. In addition, CDWM can rely on a lower-order graphics group. The subsystem, referred to herein as a Unified Combination Engine (UCE), is presented below and as of October 23, 2003, and is awaiting review of "a system and method for a combination of a graphics processing system" ( The agent file number 50037.201U501) will be further described in detail herein by reference. In an exemplary embodiment, UCE is based on Direct 3D® and DirectX® from Microsoft Corporation of Redmond, Washington. Based on technology, or using the aforementioned techniques. In alternative embodiments, other graphics combining subsystems may be utilized, such as the X Window Platform variable based on the OpenGL® graphics engine of Silcon Graphics, Mountain View, California, and Similar. UCE enables 3D graphics and animation, transparency, shading, lighting effects, bump mapping, environment mapping, and other rich visual features on the desktop. Figure 1B illustrates a component architecture in accordance with an exemplary embodiment of a desktop combination platform. A combined desktop window manager (CD WM) 1 90 can include a stylized interface 190a through which a combination of support applications 18 1374385 software 191 can be used to obtain CDWM window and content generation and management functions; a subsystem stylized interface 19 〇b, an update notification of the change of the graphical output that can affect the redirection of the individual windows (the window redirection will be detailed below) and an in object manager 190c can be transmitted through the interface. It maintains a desktop (1) object such as a window and its related content in a 2-shaped storage. The eUI object manager can communicate with a set theme manager 193 to retrieve resources and object behavior attributes associated with a desktop theme. And calculation of color measurement information. The existing graphical user interface subsystem 192 can include an existing view manager 192a and an existing graphics device interface 192. The existing window manager 192a can provide a fail-model window and desktop strudel function to the CDWM. Written software application. Both graphics pull
口办裝置介面192b能提供2D 圖形功能給既有應用程式以及既有3 μ ,現由官理器兩者。根據失 效模型來供桌面之既有圖形裝晉八 ^"面可能欠缺對於3D硬 體加速演算上色基本類型以及變开彡+丄 圯之支援,且其本身可能不 支援在點陣圖副本以及傳輸作業中每— 像素之alpha色板透 明度。總之’對於想要更新其作業系 $紙冋時不會犧牲勃奸 用失效模型且使用者偏好或重要之私 俄往執使 人體應用程式的使用者 而言,既有視窗管理器192a與圖开彡 _ ^ 乂、置介面1 9 2 b可持續地 減低其進行前述更新之成本。在對最# 最小或不亦察覺之情形下,為了使具吏用者所造成之負擔 窗之既有應用程式視窗達到無接锋'組合支援應用程式視 绩、邊緣緊鄰之整人,.袓 合過程中,既有圖形使用者介面子° ’ 于***192可以主動參 事實上,在較佳的情形中,供既有應用 爹興 程式所用之平台環境 19 1374385 不會為了避免犧牲其在组合之桌面上的強度而改f 既有視窗演算上色至桌面上的基本方式會根本地g 明將闡明如何經由加入此處稱為視窗圖形輸出重 一種功能,來達到此一目的。 一種統一組合引擎(UCE) 194可提供演算上 功能並結合經由一程式化介面194a自CDWM所放 源。廣義來說,UCE相對於CDWM的角色,可類 圖形裝置介面192b相對於既有視窗管理器192a UCE程式化介面194a可向CDWM且最终可向應用 一種抽象介面至一廣泛之繪圖功能。在這些UCE 還有資源管理、自多重顯示場景進行封裝、以及遠 援。 一内建資源管理器194 b可協調CDWM寫入作 上色作業之間的圖形資源衝突。程式化介面子元f 進行資源更新以及演算上色功能的要求置於UCE 列1 94c上。演算上色模組1 94d可在符合裝置在系 示裝置的重新整理速度之區間,非同步地處理這遥 此,UCE 194之演算上色模組194d可於必要時, 要求自佇列中移除、存取並操控儲存於資源管理I 之資源,以及組合與傳遞針對顯示區域之演算上 3D圖形介面195。 將桌面演算上色至多重顯示區域會要求在不 置間重新整理速度、像素格式支援、以及裝置座標 異的抽象性。UCE可提供此種抽象性。 爸,然而將 匕變。本發 新導向的 色指令之 射出之資 比為既有 之關係。 程式提出 功能中, •ίίό桌面支 業與演算 卜194a將 之要求佇 統上之顯 要求。因 將 CDWM i 194b 中 色指令至 同顯示裝 貼圖之差 20 1374385 UCE亦可負責在遠端桌面组態中,在一網路連線上傳 遞圖形資料。為了有效地將一特定系統之桌面遠端操作至另 一系統之桌面,必須避免資源衝突,且需啟用效能最佳化且 應有足夠之安全性。UCE亦可擔負這些任務。 3D圖形介面195可包括一種低階、立即模式(沒有狀 態)之圖形功能,如Direct3D®、OpenGL®、或與其相似者。 3D圖形介面之一種目的可以是對特定圖形硬體組態之特徵 提供一抽象介面。3D圖形介面可作為一種單一顯示裝置; UCE可透過多重裝置驅動程式196在一多重顯示系統之多 重圖形輸出裝置1 97之間,解析並分配CDWM之演算上色 指令。 必須注意,第1 B圖中所繪者為之一示範性具體實施例 之元件架構。該圖示係用於闡明本發明可包括之功能。根據 平台的能力以及所需之功能組合’這些功能可分散於比圖中 所示之更少或更多的軟體元件之間。舉例而言,一種缺少布 景主題管理之系統可能必須自系統衍生出所有内建資源,可 能是CDWM本身所管理之靜通資源,而非自一種獨立之布 景主題管理器。_種允許嵌入式視窗管理器之平台可以一種 嵌入式視窗管理器介面來取代CD WM中之應用程式化介面 1 90a,以便摘要複合之UI物件以及資源管理之細節。另_ 種可能之變形為,當不需要既有應用程式相容性時,可以除 去子系統程式化介面190b。可將第1B圖中所繪之UCE194 的子元件分開成獨立過程,置入CD WM本身或整合至3D圓 形介面中。因此可能有範圍廣大之特定元件設計,其中每一 21 1374385 種皆能70成構成本發明之功能的全部或一種子集。 第2圖閣明一種一般性方法,可根據本發明之一種示範 性態樣執订桌面组合。步驟201至205描述一種组合支援應The port device interface 192b can provide 2D graphics functions to existing applications as well as both 3 μ and now by the government. According to the failure model, there is a lack of support for the basic types of 3D hardware acceleration calculations and the addition of 3+丄圯 for the 3D hardware acceleration calculations on the desktop, and may not support the bitmap copy itself. And the alpha swatch transparency for each pixel in the transfer job. In short, for users who want to update their operating system $paper without sacrificing the catastrophic failure model and the user's preference or importance to the human body application, there are both window manager 192a and diagram The opening _ ^ 乂, the interface 1 9 2 b can continuously reduce the cost of the aforementioned update. In the case of the most #minimum or inconspicuous, in order to make the burden of the user's burden, the application window reaches the end of the application without the connection, and the edge is close to the whole person. In the process, there is a graphical user interface. In the system 192, the platform environment can be actively involved. In the preferred case, the platform environment used by the existing application program 19 1374385 will not be sacrificed in order to avoid sacrificing it. The strength of the desktop and the fact that the window calculus is colored onto the desktop will fundamentally clarify how to achieve this by adding a function called window graphics output. A Unified Composition Engine (UCE) 194 provides calculus functionality combined with a source from CDWM via a stylized interface 194a. Broadly speaking, the role of UCE in relation to CDWM, the graphical device interface 192b can be directed to the CDWM relative to the existing window manager 192a UCE stylized interface 194a and can ultimately be applied to an abstract interface to a wide range of drawing functions. These UCEs also have resource management, encapsulation from multiple display scenarios, and remote assistance. A built-in resource manager 194b coordinates the graphical resource conflicts between CDWM writes and coloring jobs. The requirements for the resource update and calculus functions for the stylized interface sub-f are placed on UCE column 1 94c. The calculus coloring module 1 94d can process the non-synchronously in the interval of the finishing speed of the device at the display device, and the calculus coloring module 194d of the UCE 194 can be moved from the queue if necessary. The 3D graphical interface 195 is stored, accessed, and manipulated for resource management I, as well as for combining and delivering algorithms for the display area. Coloring the desktop calculus to multiple display areas requires resizing, pixel format support, and abstraction of the device's coordinates. UCE provides this abstraction. Dad, however, will change. The ratio of the cost of the new-oriented color command is the same. In the program proposing function, • ίίό Desktop Industry and Calculations 194a will require the requirements on the system. Because the difference between the CDWM i 194b medium command and the display display 20 1374385 UCE can also be responsible for uploading graphic data in a remote connection in the remote desktop configuration. In order to effectively remotely access the desktop of a particular system to the desktop of another system, resource conflicts must be avoided and performance optimization should be enabled and adequately secured. UCE can also undertake these tasks. The 3D graphics interface 195 can include a low-level, immediate mode (no state) graphics function, such as Direct3D®, OpenGL®, or the like. One purpose of the 3D graphical interface may be to provide an abstract interface to the features of a particular graphical hardware configuration. The 3D graphics interface can be used as a single display device; the UCE can interpret and distribute the CDWM calculus coloring commands between the multiple graphics output devices 1 97 of a multiple display system via the multi-device driver 196. It must be noted that the one depicted in Figure 1B is an elemental architecture of an exemplary embodiment. This illustration is intended to illustrate the functionality that can be included with the present invention. Depending on the capabilities of the platform and the combination of features required, these functions can be spread between fewer or more software components than shown. For example, a system that lacks layout theme management may have to derive all built-in resources from the system, perhaps a quiet resource managed by CDWM itself, rather than a separate scene theme manager. The platform that allows the embedded window manager can replace the application programming interface 1 90a in the CD WM with an embedded window manager interface to summarize the composite UI objects and resource management details. Another possible variant is that the subsystem stylized interface 190b can be removed when there is no need for existing application compatibility. The sub-elements of UCE 194 as depicted in Figure 1B can be separated into separate processes, placed into the CD WM itself or integrated into the 3D circular interface. Thus, there may be a wide range of specific component designs, each of which may comprise 70% of all of the functions of the present invention. Figure 2 illustrates a general method for composing a desktop combination in accordance with an exemplary aspect of the present invention. Steps 201 to 205 describe a combination support
用程式之互動’其可利用组合桌面視窗管理器(CD WM) API 來盤作沐其I® . B 視窗與視窗内容。步驟207與209闡明了於 。有視由内谷時,既有、失效模型視窗管理器應用程式 以及CDWM之間的互動。 在步驟201中,组合桌面視窗管理器(CDWM)自一種 組。支援應用程式接收要求而(1)製作-種複合視窗以及 (附加一内容物件。本發明不限於每一視窗的一種單一 内谷物件,應用程式經由CDWM API,可動態地製作任何 數目之内今物件以及將之附加至一種視窗(以及移除附加與 鎖毁)。-内容物件係由指定大小之—種光栅表面所组成, 以及可作為一種可貼圖至一應用程式或系統所定義之網格 之擴散紋理的像素格式,加上選擇性之附屬資源如額外紋理 (光效貼®、鏡像貼圖、凹凸/正常貼圖等)、光線以及一種 像素著色器。擴散内容紋理之像素格式可以是任—種安裝在 系統上之視訊硬體所支援的可用格式,但在本說明之目的 中,可以是32位元ARGB。當要求此種格式時,應用程式 可察覺到可利用阿& (A)通道來改變内容像素之透明程 度’因而可對和最終演算上色之來源像素一起模組化之桌面 在步驟 203中,針對 物件的視窗,CDWM可 派所要求之資源或附加 背景資訊的數量提供良好之控制 CDWM附加一 CDW1V[所實作之内容 分派一種狀態區塊。該内容物件可分 22 1374385 應用程式轉送而來之資源,且之後將這些資源彙整至uce, 以使得在UCE更新要求上可進行存取。在步弾205中 -用程式會通知CDWM對視窗或視窗内容之_種未經要求的 改變。這些改變會影響任何視窗或内容狀態,但為達簡明之 目的,本圖示僅闡明三種常見之更新要求:内容大小、視窗 位置或比例、或該内容之擴散紋理的像素之一改變。 组合一種既有視窗之過程係開始於桌面組合初始化以 及CD WM 190將一要求傳送至既有視窗與圖形子系統 以便將每一既有視窗之圖形輸出重新導向至一暫時記情 體位置(步驟207 可更一般地將步驟2〇7描述為將既有 視窗與圖形子系統置於「組合模式」中,其中將每一個別視 窗之演算上色重新導向至一獨立的記憶體缓衝區。在一示範 性具體實施例中,既有圖形使用者介面子系統192將在演算 上色該視窗時所用之圖形指令的輸出重新導向至一種與該 視窗相關聯之點陣記憶體表面。然而,本發明含有保持原生X 繪圖指令以及相關聯參數之能力,且在組合一種目標顯示裝 置之下一視訊框架的過程中,可在UCE中執行這些指令。 可由CDWM或既有視窗管理器心來管理這些重新導向緩 衝區(表面或繪圖指令區幻,但在本說明書中,表面資源 管理係集中於CDWM令。每—重新導入緩衝區可構成或用 於產生該視窗之-種擴散内容紋理資源。⑶有視窗管理器 192a不須調用CDWM視窗以及内容建立Αρι :進行告知所 用的既有子系.统CDWM通訊通道與應用Μ介面所用者不 同,且CDWM Τ自已經存在之既有視窗衍生出複合視窗屬 23 1374385 性(框架以及邊界樣式、標題等)與狀態(隱藏,顯示最 J化/最大化等)。在步驟209中,既有視窗管理器丨92a會 將可能影響重新導向之視窗内容纹理之任何改變通知 CDWM 190’前述改變可強迫進行一視覺更新。 在步驟21卜219以及22 34中,CD WM 190可分辨大小、 位置、缩放比例、以及像素層級之紋理更新要求以及相對 應之動作。在一種大小更新(步驟211)上,CD wm首先決 定一樞架是否和目標視窗相關聯(步驟213)。若一框架和 該視窗相關聯(步驟215),CDWM可根據一組合支援應用 程式8月確提供的一種二維或三維寬高,或根據既有與CDWM 視窗度量資訊以及重新導向之既有表面的更新後尺寸之一 種组合,來決定該框架原型之適當大小與方向。當已決定框 架大小之後,CDWM可對框架網格中之頂點中的位置資訊 進行適當改變,並將頂點資料緩衝區轉送到UCE。UCE會 將網格更新指令以及新的頂點資訊置於一佇列上,以便進行 祚同步處理。若該視窗不具有一種框架,可以略過步驟 215°不論是對於有框架或無框架的視窗,會影響内容區域 的大小改變可使得CD WM重新調整内容網格之大小並將適 當之網格更新要求以及資料排列至UCE (梦驟2 1 7 )。 在一位置(包括旋轉)或縮放更新上(梦驟219),CD WM 可決定新的變型參數並將一變形資源更新要求連同資料排 列至UCE,以便進行非同步處理(步驟22 1 )。該資源至少 係由—種四乘四的變形矩陣所組成,但可包含可支援濾鏡變 形之頬外資料。 24 i374385 在步驟223中,CDWM可接收—更新要求其係關於 擴散内容紋理之像素資料的一種改變,即,該應用程式已更 新其視窗中之内容。在㈣225中,CDWM可藉由將新像 素資訊排列至UCE以便進行非同步處理來提供該要求。 習知技藝人士可以了解,除了第2圖中闡明的更新要求 之外,尚可支援額外的更新要求。舉例而言,對於視窗圖示 或標題文字的一種改變,亦可迫使個别重新缚製與該視窗相 關聯之CDWM管理的圖示或標題内容物件。可在框架的出 現中反映視窗輸入焦點>而在一既有視窗中,既有視窗管理 器因而可將一輸入焦點改變更新傳遞至重新演算上色該框 架以及其他可能相應内容的CD WM。 在步驟227中,UCE可處理自CDWM接收之組合以 資源更新’且可在區間中和參與該桌面之組合的每一現用視 訊圖形配接卡之視訊重新整理速度進行同步化,並可將該桌 面(或於-多重顯示组態中,其中適當之部份)重新演算上 色種顯示區域大小之後備緩衝區。可利用一種3D圖形 引擎(如微軟Di心则)提供之㈠模式演算上色服務進 打前述動作,且其後該3D圖形引擎可將該桌面傳送至一主 顯示面。 為了在3D中繪製視窗,CDWM彳利用不同元件來定 義該視窗解析,包括一基底内容物件以及_或多種子内容物 件。基底内容物件可定義視窗框架、或邊界且係由一基底 幾何、基底範圍、基底物料屬性、以及基底内容邊緣所組成。 系統可完整定義並管理每-種基底與子内容物件,在自定 25 1374385 内容項目,則可由應用程式管理之。下文將詳述内容物件。 第3圖闞明根據本發明之一種示範性態樣的一種應用 程式視窗。應用程式視窗3〇1可包括不同的區域與元件。視 窗301之框架或基底内容3〇3可裝載子内容包括按鈕3〇5 (如,用於復原、最大化、最小化、關閉視窗等等),一種 指示性圖示307、捲軸309、選單列3n、以及視窗標題文 于313。一種主内容物件區域315係衍生自從既有視窗與圖 形使用者介面子系統所得狀重新導入緩衝區或可自標準 基底内容產生t並附加至該標準基底内容,並由一種支援組 合之主控應用程式來演笪上辛。 叭术肩异上色習知技藝人士可瞭解第3 圖僅為基本視窗元件之示範說明,η 耗此明且可額外或選擇性地使用 額外或不同之視窗項目。此外,可 J選擇性地由一應用程式來 提供該視窗框架項目,如,提供— 應用程式一種特別的外觀 或感覺。一種實施例為一應用程戎姐 巧棱出以捲軸列項目作為自 定子内容物件,而使得前述項目类ia 災付則义項曰表現出該應用程式專屬之外 表與行為〇更有甚老·,—康用起 丧香 應用程式可利用CDWM API而選 擇移除或移動一或多種内建框架箱 示項目。一應用程式不限於一 種單一主内容區域,此為先前技藝 β甲常見的一種限制。 CDWM可支援以重應用程式建立與演算上色並和-種單-視窗相關聯之内容區域。為了使應用程式具有提供一 種更獨特之使用者經驗的能力,右士λ ^ 在本發明之一或多種具體實 施例中,CD WM可提供彈性而能热泌The interaction of the program's use of the combined desktop window manager (CD WM) API to create its I®.B window and window content. Steps 207 and 209 are illustrated in . There is an interaction between the existing, invalid model window manager application and CDWM when viewed from within. In step 201, a desktop window manager (CDWM) is combined from a group. Supporting applications to receive requests and (1) making a composite window and (adding a content item. The invention is not limited to a single inner grain piece per window, the application can dynamically create any number of inside and outside via the CDWM API Objects and attach them to a window (and remove attachments and locks). - The content object consists of a raster surface of a specified size and can be mapped to a grid defined by an application or system. The pixel format of the diffused texture, plus optional auxiliary resources such as extra texture (Light Sticker®, Mirror Map, Bump/Normal Map, etc.), light, and a pixel shader. The pixel format of the diffused content texture can be any— The available format supported by the video hardware installed on the system, but for the purposes of this description, it can be 32-bit ARGB. When such a format is required, the application can detect the available A & (A) Channels to change the transparency of the content pixels' so that the desktop can be modularized with the source pixels of the final calculus color in step 203, for The window of the piece, CDWM can send the required resources or the amount of additional background information to provide a good control CDWM add a CDW1V [the content of the implementation is assigned a status block. The content object can be transferred to 22 1374385 application Resources, and then aggregate these resources to uce so that they can be accessed on UCE update requirements. In step 205, the application will notify CDWM of undesired changes to the window or window content. It will affect any window or content state, but for the sake of brevity, this illustration only clarifies three common update requirements: content size, window position or scale, or one of the pixels of the diffuse texture of the content changes. The process of the window begins with desktop composition initialization and the CD WM 190 transmits a request to the existing window and graphics subsystem to redirect the graphical output of each of the existing windows to a temporary location (step 207 can be more general). Step 2〇7 is described as placing the existing window and graphics subsystem in "combination mode", where each individual window is played The coloring is redirected to a separate memory buffer. In an exemplary embodiment, the graphical user interface subsystem 192 redirects the output of the graphics instructions used to color the window to A dot matrix memory surface associated with the window. However, the present invention has the ability to maintain native X drawing commands and associated parameters, and in a process of combining a video display frame under a target display device, in UCE Execute these instructions. These redirect buffers can be managed by the CDWM or by the existing window manager (surface or drawing command area illusion, but in this specification, surface resource management is focused on the CDWM order. Each - re-import buffer can be A diffuse content texture resource that is constructed or used to generate the window. (3) There is a window manager 192a that does not need to call the CDWM window and the content creation Α ι : to inform the use of the existing sub-system. The CDWM communication channel is different from the application interface, and the CDWM is derived from the existing existing window. Windows is 23 1374385 (frame and border style, title, etc.) and state (hidden, showing the most J/maximum, etc.). In step 209, the existing window manager 丨 92a notifies the CDWM 190 that any changes that may affect the redirected window content texture. The aforementioned changes may force a visual update. In steps 21 and 219, the CD WM 190 can resolve the size, position, scaling, and texture update requirements of the pixel level and the corresponding actions. In a size update (step 211), CD wm first determines if a pivot is associated with the target window (step 213). If a frame is associated with the window (step 215), the CDWM can provide a 2D or 3D width and height according to a combination provided by the application in August, or according to the existing and CDWM window metric information and redirected existing surface. A combination of updated dimensions to determine the appropriate size and orientation of the framework prototype. When the frame size has been determined, the CDWM can make appropriate changes to the position information in the vertices in the frame mesh and forward the vertex data buffer to the UCE. UCE puts the grid update command and the new vertex information on a queue for synchronization. If the window does not have a frame, you can skip step 215°. Whether it is for a framed or frameless window, the size change that affects the content area can cause the CD WM to resize the content mesh and update the appropriate mesh. Requirements and information are arranged to UCE (Dream 2 1 7). On a location (including rotation) or a scaling update (dream 219), the CD WM may determine a new variant parameter and rank a variant resource update request along with the data to the UCE for non-synchronous processing (step 22 1 ). The resource consists of at least a four-by-four deformation matrix, but can contain additional data that can support filter deformation. 24 i374385 In step 223, the CDWM can receive - update a change requiring pixel data about the texture of the diffused content, i.e., the application has updated its contents in the window. In (C) 225, the CDWM can provide this requirement by arranging new pixel information to the UCE for asynchronous processing. Those skilled in the art will appreciate that additional update requirements may be supported in addition to the update requirements set forth in Figure 2. For example, a change to the window icon or title text may also force an individual to re-enclose the icon or title content object of the CDWM management associated with the window. The window input focus can be reflected in the appearance of the frame. In an existing window, both the window manager can pass an input focus change update to the CD WM that recalculates the frame and other possible content. In step 227, the UCE can process the combination received from the CDWM to update the resource and can synchronize the video refreshing speed of each active video graphics adapter in the interval with the combination of participating desktops, and can The desktop (or in the multi-display configuration, the appropriate part of it) recalculates the color display area size buffer. The (3) mode calculus service provided by a 3D graphics engine (such as Microsoft Dixin) can be used to perform the aforementioned actions, and thereafter the 3D graphics engine can transfer the desktop to a main display surface. To draw a window in 3D, CDWM uses different components to define the window resolution, including a base content object and/or multiple sub-content objects. The substrate content object can define a window frame, or border, and is comprised of a base geometry, a substrate extent, a substrate material property, and a substrate content edge. The system can fully define and manage each of the base and sub-content objects. In the custom 25 1374385 content project, it can be managed by the application. The content items will be detailed below. Figure 3 illustrates an application window in accordance with an exemplary aspect of the present invention. The application window 3.1 can include different areas and components. The frame or base content of the window 301 3 can be loaded with sub-content including buttons 3〇5 (eg, for restoring, maximizing, minimizing, closing the window, etc.), an indicative icon 307, reel 309, menu column 3n, and the window title text is at 313. A main content object area 315 is derived from a re-importing buffer from the existing window and graphical user interface subsystem or can be generated from the standard base content and attached to the standard base content, and is supported by a master application. The program is to perform on Xin. Those skilled in the art can understand that Figure 3 is only a demonstration of the basic window elements, and η consumes this and can additionally or selectively use additional or different window items. In addition, the window frame project can be selectively provided by an application, for example, providing a particular look or feel to the application. One embodiment is an application process, which is a self-stator content item, so that the aforementioned item ia disaster-fighting item indicates that the application-specific appearance and behavior are even more old, - The Kangshou Sacrifice app can choose to remove or move one or more built-in frame box items using the CDWM API. An application is not limited to a single main content area, which is a common limitation of the prior art. CDWM supports the creation of content areas that are colored with the application and associated with the single-window. In order for an application to have the ability to provide a more unique user experience, right-handed λ ^ In one or more embodiments of the invention, CD WM provides flexibility and can be secreted
J捉讶评叫此夠繪製一視窗。亦即,CdwM 可藉由允許應用程式定義多重自, 八疋我夕目疋内容物件,而允許一應用 程式改變一視窗之預設解析,前述多 ^夕篾自疋内容物件之每一 26 種具有一 形用戶端 因此 框架)以 組獨特之 必須地接 定義之内 滑軋事件 管理,或 理之内容 (如,最 嶼捲軸列 覺輪出中 文字、一 程式之圖 内容 容中,由 一重複中 標可出現 至其幾何 一種預設 子,例如 鼠與鍵盤 當一 任意形狀,而非限制每一應用程式為一種單一、矩 内容區域。 ,每一 CD WM視窗可至少由一基底内容物件(即, 及一或多種子内容物件之一種集合所组成。可由一 内容屬性來定義每一種内容物件,並可經组態而非 收鍵盤與滑鼠事件。CD WM可相對於應用程式所 容-區域3D座標’來貼圖滑鼠按壓測試點,並可將 告知傳遞至該應用程式。内容物件可完全由***所 在自定内容項目時’可由應用程式來管理。系統管 物件的實施例包括應用程式指示圖示、框架按鈕 小化、復原、關閉)、標題文字、以及某些選單列 。應用程式管理之内容物件包括應用程式在其主視 演算上色之内容物件(們),如,一文字處理器之 種電子製表應用程式之數值格、或一圖形編輯應用 形。 紋理可以是由系統管理之一種點陣圖,或在自定内 應用程式所管理。可將内容紋理線性地貼圖至一單 的内容幾何。畫面比可由内容幾何決定,且紋理座 在内容幾何中。可以由—種會影響内容紋理之貼圖 的縮放變形’來控制内容的放大。CD WM可提供 的互動式機制,使用者可藉由該機制來調整縮放因 一種由系統提供之選單選項、滑動控制、和/或滑 組合。 内谷表面之擴散紋理位在一種格式支援之每一像 27 1374385 素 alpha 應用程式 處將該内 繪製區威 模型以及 用程式清 效或未搶 在一 程式將其 關聯之物 困惑或可 想。***内 此類具體 定。 第6 視窗60 1 非矩形) 之框架按 位置)中 準位置( 6 1 3亦位. 在第6圖 容物件區 (即,矩: 〜心开係平解析的 中時’在進行每一次重新演算上色之前,系統可在 (或在一内建内容物件的情形中則為系統)之離散 谷表面初始化至0 alpha。因此,可在内表面之未 中,顯示基礎之基底内容物件。這可以加強程式化 使用者經驗’因為在進行演算上色之前不會要求應 除内容表面’且使用者會擴大視窗中之間爍以及失 製區域。 些具體實施例中,某些内容物件,特別是可供應用 主圖形輸出演算上色至其處者’可能不具有和其相 料屬性’因為可和光線或環境動之内容會讓使用者 能干擾使用者之活動’故而具有此類内容並不理 容物件之視覺外觀可僅由其紋理、幾何以及可能由 實施例中之每一頂點或每一像素之alpha值所決 之一種實施例。視窗6〇丨具有一種非標準形狀(即, 的一基底框架物件6〇3,非標準形狀(非矩形) 鈕物件605位在一非標準位置(視窗右上角以外之 ,系統提供之指示性框架圖示物件6〇7位在—非標 視窗左上角以外之位置)t ’且框架視窗標題心 在一非標準位置(並未於框架上方靠左對齊)中。 中,與該視窗相關聯之應用程式已定義出兩種主内 域615a以及615b。主内容物件區域615&為常見 形)形狀’而主内容物件區域615b則為一非常見 28 1374385 非矩形形狀。視窗601亦可包括應用程式定義之框架按鈕物 件617以及619,其可分別提供向後與向前搜尋控制,如在 一種瀏覽上下文中。 CDWM可將應用程式視窗301之基底部份當成一種三 度空間(3D )物件來進行演算上色。可利用一種3d網格原 型來定義視窗物件之形狀(基底幾何),一種主擴散紋理 可以貼圖至該網格之3D幾何’且非必須之物料屬性可包括 光線、著色、折射、模糊與其他特效參數及資源包括在寅 算上色過程中所用之輔助紋理。辅助紋理可作為領域中習^ 的圖形效果之資源,以便提供「生動 s奢稱& 勒J且實體化之模型化互 動’來和光源、游標、以及桌面環堉中 境中之其他UI物件進行 互動。因而,紋理可作為每一像素3D標準資訊(標準凹凸 貼圖)、光罩(環境、擴散、以及鏡面光源渡鏡)' :射來源 (如當游標在視窗上移動時,該游 搽之反射)、靜態環境貼 圖、及其相似者之來源。 如上所述,基底幾何之頂點格式可非必須地包括―種 ARGB格式之32位元擴散色彩元件、以及蚊理座才严對 其代表可將最多到„種紋理貼圖至網格幾二 同習知領域中已知,tu與tv之每— ^ 鳖數增量可定義在個別 次元中的紋理之-種重複。舉例而·^,介於{〇 〇, 方、上方紋理)至{1.0, 1.0}(右方、 ’ · 卜万双理)之數值可 代表在整個網格上的-種單一重複,而{〇〇〇〇}至(6〇 4〇} 定義了在在X次元中的六種重複以及 ·’ y_人70中的四種重複。 -内容寬…定義成一對三次元點,其可定義一種周 29 1374385 圍寬向{Xleft,ytop,Zfront,xright,yb〇tt〇m,zback},或包含該基 底幾何形狀之最小座標塊的座標。這可以類比為2D之周圍 視窗矩形{Xleft,ytop,Xright,ybottom}。{Xleft-Xright,yt〇p-ybottom, Zfront-Zback}三者组成之一组數值可定義内容寬高之寬度、高 度、與深度。***可計算並管理該寬高,並表述該内容之大 小與區域位置。 若可重新調整視窗物件之大小,CD WM可藉由處理該 基底内容之寬高來重新調製整視窗之大小。為了保留邊緣與 角落輪廓,無法單純地將一種可調整大小之網格中的每一頂 點之位置經縮放對應至該新寬高。為了在重新調整網格大小 時啟用微調控制’應用程式可在視窗建立時指明一種預先定 義之頂點位置渡鏡功能以及可用之參數’或由CDWM選定 一種預設值。頂點重新調整大小濾鏡功能的角色係在於決定 當改變目標網格中之每一頂點的邊界寬高時,其應進行何種 動作。每一濾、鏡功能應決定每一成員頂點之置換方向以及每 一次元(X、y、z )之大小。 最簡單的渡鏡功能可決定方向(正向或負向)、以及大 小(相對於新寬高所做之縮放、或以等於在一三D空間中 之網格的邊界立方體之六個面的數值進行位移)。可在一種 每一頂點、每一次兀基礎上,以一種和頂點本身相關聯之屬 性’來描述在一重新調整大小作業中,每一頂點如何動作, 或可在幾何辭彙中將網格視為一整體而定義之。第二種方法 的一實施例為一成對向量{mx丨川,myt。。,mZfr。。丨,mXrjght, my bottom,mzback}其可定義六種大小邊緣平面,每一種皆和 30 ^./4385 ::邊界立方體之-個面相關聯,有效地將網格邊界立方體 積分為27立方體子區域。不論網格之大小為何,大小 值m數’或可根據邊界立方趙之初始大小來計算 小邊緣值。在—任意網格重新調整大小作業中會以邊界 寬而在上方-左方-前方角落之相等大小與方向,來位移在上 方'左方、前方立方體子區域中之頂點(由{χ_,y— 一 mytop,mzfront}所圍起)。對於位在最中心的立方趙子 Q域中之頂點(* {町1心my丨”,叫…,mxfight,myb<Jttom, mzback}所圍起),.以相對於該子區域之新寬高進行縮放。對 於位在前方、中心立方體子區域中之頂點,以相對於該子區 域之新寬高的X與y次元進行縮放,但對於網格之前方Z 邊界平面,則以與其相同之大小與方向進行置換。 為了幫助了解上述原則,第7圖中闡明在_ 2維空間 中’重新調整一網格大小作業的一種實施例。—視窗 具有一圓形角落,其角半徑為7〇7。若一種重新調整視窗大 小作業僅縮放該視窗所根據的網格時,角半徑會隨著該網格 而縮放》然而,若縮放角半徑,該圓形角落之半徑可能太大 或太小,而減低使用者經驗以及減損該使用者介面之可利用 性。因此,當重新調整視窗7〇1之大小時,較佳的情形下不 會改變角半徑。為了防止縮放角半徑,可於每一次元(可用 之X、y、z)將網格分成三段。因而,在本實施例中將該 視窗分為九個象限703a-i。在一 3D空間中,可將視窗分為 27個區域。可將每-次元等分或不均等地區分,因此可允 許劃分出大小相等之區域或不等之區域。當劃分出大小不等 31 1374385 之區域時’可使得由邊界立方體所園出的區域大小,和包含 不須被縮放之物料所必須之大小相等。 在一種重新謂整視窗大小作業中,當象限係由邊界立方 體所圍出時,將象限之每一次元進行位移且當象限係由一 區域分割線705 a-d所圍出時,將象限之每一次元進行縮放。 舉例而言,區域703a、7 03c、703g、以及703i之X與Y次 元兩者之至少一邊係由邊界立方體所圍出,故當重新調整該 視窗大小時’區域703a、703c、703g、以及703i中之網格 頂點可保持與邊界立方體相同之位移。區域7〇3b以及703h 在Y(垂直)次元之至少一邊係由邊界立方體所圍出,但在 X(水平)次元僅由區域分割線705所圍出。因此,區域7〇3b 與703h中之網格頂點會保持其在γ次元之位移,但在X位 元則會進行縮放。區域703d與703f在X (水平)次元之至 少一邊係由邊界立方體所圍出,但在γ (垂直)次元僅由區 域分割線705所圍出。因此,區域703d與703f中之網格頂 點會保持其在X次元之位移’但在γ位元則會進行縮放。 區域703e之X與Y位元兩者皆是由區域分割線705所圍 出,故而落在區域703e中之網格頂點在父與γ位元皆會進 行縮放。習知技藝人士可了解,可如前揭段落所述納入一 ζ 位元,將本演算延伸至3位元。 一網格重新調整大小濾鏡功能的另一種變形可解譯手 動授權頂點中繼資料’而非依靠一種全域幾何圖形建構如調 整邊緣大小以便決定是否在任何方向將頂點位置縮放或位 移。此種功能可用來保留複雜之表面拓撲,如在一重新調整 32 1374385 網格大小過程中之槽脊。一網格重新調整大小濾鏡 種變形可允許以一線性或非線性之形式來置換刀 別位元以及功能係數係儲存為每一頂點中繼資料。 可啟用效果,如線性或非線性、區域或一般附隨於 網格大小之突起或凹陷。 基底内容邊緣可定義包含子内容之邊緣。内容 疋3維邊界,其定義方式和定義調整邊緣大小之方 然而,不同於調整邊緣大小,内容邊緣可線性地隨 而進行縮放’且不會影響重新調整網格大小。 根據抽象物料屬性值所指明之區域及桌面全 參數加上像素.著色器,至少包含CDWM可用於實 型化桌面内容之資料與機制。 高色階内容物料屬性可定義内容和光源以及 之互動方式。複雜物料如毛玻璃之演算上色,可利 體並未内建支援之技術。因此,CD WM可利用少 定義之像素著色器其中之一,來實作物料屬性。一 器是載入於顯示硬體中之一種小常式,其可於顯示 一組預先定義之資源,包括但不限於光源、紋理、 原型中之頂點,以及參數如變形與度量資訊等,來 值。CD WM可自其所擁有之多種預先定義像素著 擇適當著色器,來演算上色一組特定之物件物料屬 括環境色(強度與透明度)、擴散色(強度與透明j 色(強度與透明度)、反射標量、折射係數'擴散 及幾何紋理’將於下文討論上述各種屬性。可利用 功能的另 ξ點,且辨 此種功能 重新調整 邊緣可以 式相同。 視窗縮放 域資源與 作實體模 周圍環境 用視訊硬 數種預先 像素著色 之前根據 與一網格 處理像素 色器中選 性,其包 t卜反光 紋理、以 桌面全域 33 1374385 屬性來定義全域環境屬性’如眼睛位置、全域光源(們)、 環境貼圖、及其相似者。可將定義這些桌面全域屬性的資源 與參數和基底視窗物料屬性一起轉送至3D圖形介面,作為 緊接在演算上色該視窗之前的現用像素著色器之參數。 環境色可模擬自所有方向射向該物件表面之光線。作為 一種可用於任一種可由CDWM管理的UI内容物件之物料屬 性’環境強度可決定接觸該物件表面之環境光線的相對數 量’且可利用一種32-位元ARGB值來指明環境色與透明 度。在一種示範性具體實施例中,環境強度之範圍可介於 0,0 (〇環境光線,產生一種一致的黑色外觀)至1〇 (均 勻分散於該物件上之指明色彩的最大強度)。具有一白色環 境色之環境強度的效果’允許對物件之一般亮度進行控制。 擴散強度可決疋當光線接觸物件表面後向各方散射之 向光。光線本身係由一或多種向光或立方體光線貼圖所提 出。作為一種可用於任一種可由CDWM管理的UI内容物件 之物料屬性’可由一種指述該擴散色之32_位元ARGB值來 指明該擴散色’其中alpha元件可指述擴散性反射光線之透 明度。擴散強度值的範圍介於0·0 (沒有擴散性反射光線, 使物件具有一種一致的黑色外觀)至1·〇 (所有光線皆擴散 性反射,根據擴散色值,使物件具有一種著色之外觀)。淺 色表面會呈現較寫實之模型化外觀’因為環境與擴散強度值 的總和接近1.0 ^ 反光強度可控制自該物件表面直接反射至檢閱者的光 線強度’且可以該物件之一種ARGB色彩來指明反光色。光 34 1374385 源本身之形式可以是一或多種向光或一立方體光線貼圖。作 為一種可用於任一種可由CDWM管理的UI内容物件之物料 屬性,可利用高反光強度值來模型化一種具有銳利高亮度之 發亮表面,而較低的數值可用來模型化一種具有模糊高亮度 或不具高亮度之粗糙表面。該色彩之alphas件可決定反光 高亮度之透明度。 反射性和反光性相似,可決定自該物件表面直接反射至 檢閱者之光線量。反射和反光的不同處在於反射可適用於整 個環境而非僅限於光源。作為一種可用於任一種可由 管理的UI内容物件之物料屬性,一等於〇 〇之反射值在表 面上並不會產生任何環境之反射,而反射值則會在表面 上產生環境之鏡面反射。可利用立方體環境貼圖以及滑鼠游 標之結合’來模型化該環境可以是模型。因此,滑鼠游標以 及環境之靜態特徵可將由反射強度標量所控制之反射程 度’自視窗表面反射。 每一物件之折射係數可決定穿透其之光線的傳遞角 度。可利用史奈爾定律(Snell,slaw),nlsinel = n2sine2, 其中〜與為介質U2的折射係數,且01與02分別為相 對於桌面法線之人射與傳遞角H若介質1代表—指定 反射係數為1.0 (沒有反射)之桌面環境,且介質2為視窗 基底物件,則可用90bj = sin.^sin 0 ,J catches the appraisal and asks for this to draw a window. That is, CdwM allows each application to change the default resolution of a window by allowing the application to define multiple self-created content objects, and each of the aforementioned 26 types of content objects. Having a one-shaped user end and therefore a frame) is defined by a group uniquely defined by the sliding event management, or the content of the content (for example, the most flat-rolled column of the Chinese character, a program of the content of the program, by a Repeating the winning bid can appear to a preset of its geometry, such as the mouse and the keyboard as an arbitrary shape, rather than limiting each application to a single, moment content area. Each CD WM window can be composed of at least one base content object ( That is, a collection of one or more sub-content objects. Each content object can be defined by a content attribute, and can be configured instead of keyboard and mouse events. CD WM can be relative to the application - The area 3D coordinates 'to map the mouse to press the test point, and can pass the notification to the application. The content object can be completely owned by the system when the custom content item is available Program management. Embodiments of system management objects include application instruction icons, frame button miniaturization, restoration, shutdown, title text, and certain menu columns. Application managed content objects include applications in their main view calculations Coloring content objects, such as a numeric processor of a word processor, or a graphical editing application. The texture can be a bitmap managed by the system, or applied within a custom Managed by the program. The texture texture can be linearly mapped to a single content geometry. The aspect ratio can be determined by the content geometry, and the texture is placed in the content geometry. The content can be controlled by the scaling deformation of the texture that affects the content texture. The CD WM provides an interactive mechanism by which the user can adjust the zoom due to a system-provided menu option, slide control, and/or slip combination. The diffusion texture of the inner valley surface is in one format. Support each image like the 27 1374385 prime alpha application to render the internal rendering model and the application clear or not In a program, the associated objects are confused or conceivable. *** Within this category. The 6th window 60 1 non-rectangular) frame by position) the neutral position (6 1 3 also. In Figure 6 The object area (ie, moment: ~ heart open level analysis of the middle time) before each recalculation coloring, the system can be initialized in the discrete valley surface (or in the case of a built-in content object) To 0 alpha. Therefore, the base content of the base can be displayed on the inner surface. This can enhance the stylized user experience 'because the surface of the content will not be required before the calculation is colored' and the user will expand In the specific window, some content objects, especially those that can be applied to the main graphics output calculus to the application, may not have the properties of the material. Or the content of the environment will allow the user to interfere with the user's activities. 'There is such content that does not accommodate the visual appearance of the object. It can only be made up of its texture, geometry, and possibly by each vertex or image in the embodiment. An embodiment of the alpha value determined by the prime. The window 6 has a non-standard shape (ie, a base frame object 6〇3, a non-standard shape (non-rectangular) button object 605 in a non-standard position (outside the upper right corner of the window, the indicative frame provided by the system) The figure 6〇7 is in the position other than the upper left corner of the non-standard window) t′ and the frame window title is in a non-standard position (not left-aligned above the frame). The application has defined two main inner fields 615a and 615b. The main content object area 615& is a common shape) and the main content object area 615b is a non-rectangular shape of a very unusual 28 1374385. Window 601 can also include application-defined frame button objects 617 and 619 that provide backward and forward search control, respectively, as in a browsing context. The CDWM can calculate the color of the base portion of the application window 301 as a three-dimensional space (3D) object. A 3D mesh prototype can be used to define the shape of the window object (base geometry), a main diffusion texture can be mapped to the 3D geometry of the mesh 'and optional material properties can include light, shading, refraction, blur, and other effects Parameters and resources include the auxiliary textures used in the process of coloring. Auxiliary textures can be used as a resource for graphics effects in the field, in order to provide "vibrant s luxury & Le J and materialized model interaction" and other UI objects in the light source, cursor, and desktop ring. Interacting. Thus, the texture can be used as 3D standard information (standard bump map), mask (environment, diffusion, and mirror source) for each pixel: source (such as when the cursor moves over the window, the cursor The reflection of the static environment map, and the source of the similarity. As mentioned above, the vertex format of the base geometry may optionally include a 32-bit diffusion color element of the ARGB format, and the mosquito seat is strictly represented It is known that up to „texture maps to grids are known in the art, and each of tu and tv—the number of turns increments can define the repeat of the texture in individual dimensions. For example, ^, between {〇〇, square, upper texture) to {1.0, 1.0} (right, ' · Buwan double) can represent a single repetition on the entire grid, and { 〇〇〇〇} to (6〇4〇} defines six repetitions in the X dimension and four repetitions in the ' y_ person 70. - The content is wide...defined as a pair of three-dimensional points, which can be defined A circumference 29 1374385 width to {Xleft, ytop, Zfront, xright, yb〇tt〇m, zback}, or a coordinate containing the smallest coordinate block of the base geometry. This can be analogized to the 2D surrounding window rectangle {Xleft, Ytop, Xright, ybottom}. {Xleft-Xright, yt〇p-ybottom, Zfront-Zback} A set of values that define the width, height, and depth of the content width. The system can calculate and manage the width and height. And the size and area of the content are expressed. If the size of the window object can be re-adjusted, the CD WM can re-modulate the size of the entire window by processing the width and height of the base content. In order to preserve the edge and corner contours, it is not possible to simply Place each vertex in a resizable grid Scaled to the new width and height. To enable fine-tuning control when resizing the grid 'The application can specify a pre-defined vertex position for the mirror function and the available parameters when the window is created' or a preset selected by CDWM The role of the vertex resizing filter function is to determine what action should be taken when changing the width and height of each vertex in the target mesh. Each filter and mirror function should determine the apex of each member. The direction of displacement and the size of each element (X, y, z). The simplest function of the mirror can determine the direction (forward or negative), and the size (scaled relative to the new width and height, or equal to The values of the six faces of the boundary cube of the mesh in a three-dimensional space are shifted.) A re-adjustment can be described in terms of a property associated with the vertex itself on each vertex and each time. In the size operation, how each vertex moves, or can be defined as a whole in the geometric vocabulary. An embodiment of the second method is a pair of vectors {mx丨川, myt..., mZfr..丨, mXrjght, my bottom, mzback} which defines six large and small edge planes, each associated with a surface of 30^./4385::Boundary Cube, effectively meshing The boundary cube is integrated into a 27-cube sub-region. Regardless of the size of the mesh, the size of the m-number can be calculated according to the initial size of the boundary cube Zhao. In the arbitrary mesh re-sizing operation, the boundary width will be In the upper-left-front corner, the equal size and direction are displaced at the top of the left and front cube sub-regions (enclosed by {χ_, y—a mytop, mzfront}). For the vertices in the Q-domain of the most central cube, Zhao (*{町一心my丨", called..., mxfight, myb<Jttom, mzback}), with a new width relative to the sub-region High scaling. For vertices in the front, center cube sub-region, scale with the new width and height of the X and y dimensions relative to the sub-region, but for the grid Z-boundary plane, the same Size and direction are replaced. To help understand the above principles, Figure 7 illustrates an embodiment of 're-adjusting a grid size' in a _ 2 dimensional space. The window has a rounded corner with a corner radius of 7〇7 If a resize window job only scales the grid on which the window is based, the corner radius will scale with the grid. However, if you scale the corner radius, the radius of the rounded corner may be too large or too small. The user experience is reduced and the usability of the user interface is degraded. Therefore, when the size of the window 7〇1 is re-adjusted, the corner radius is not changed in a preferred case. To prevent the zoom angle radius, each time (The available X, y, z) divides the grid into three segments. Thus, in the present embodiment, the window is divided into nine quadrants 703a-i. In a 3D space, the window can be divided into 27 regions. Each-dimension can be equally divided or unequal, so it is allowed to divide areas of equal size or unequal areas. When dividing areas of different sizes 31 1374385, the area that can be made by the boundary cube The size, and the size of the material that does not have to be scaled, must be equal. In a re-size window operation, when the quadrant is surrounded by the boundary cube, each element of the quadrant is displaced and when the quadrant is When a region dividing line 705 ad is enclosed, each element of the quadrant is scaled. For example, at least one of the X and Y dimensions of the regions 703a, 307c, 703g, and 703i is surrounded by the boundary cube. Therefore, when the window size is re-adjusted, the mesh vertices in the 'areas 703a, 703c, 703g, and 703i can maintain the same displacement as the boundary cube. The areas 7〇3b and 703h are on at least one side of the Y (vertical) dimension. The boundary cube is enclosed, but the X (horizontal) dimension is only enclosed by the region dividing line 705. Therefore, the mesh vertices in the regions 7〇3b and 703h maintain their displacement in the γ dimension, but in the X bit The scaling is performed. The regions 703d and 703f are surrounded by the boundary cube on at least one side of the X (horizontal) dimension, but are surrounded by the region dividing line 705 in the γ (vertical) dimension. Therefore, the regions 703d and 703f are The vertices of the mesh will maintain their displacement in the X dimension 'but the γ bit will be scaled. The X and Y bits of the region 703e are both enclosed by the region dividing line 705 and thus fall in the region 703e. The mesh vertices are scaled in both the parent and gamma bits. Those skilled in the art will appreciate that this calculus can be extended to three bits by including one bit as described in the previous paragraph. Another variation of a mesh resizing filter function can interpret manual authorization of vertex relay data instead of relying on a global geometry construct such as adjusting the edge size to determine whether to scale or shift vertex positions in any direction. This feature can be used to preserve complex surface topologies, such as the ridges during a re-adjustment of the 32 1374385 grid size. A mesh resizing filter The seeding deformation allows the tool bit to be replaced in a linear or non-linear form and the functional coefficients are stored as relay data for each vertex. Effects can be enabled, such as linear or non-linear, regions, or protrusions or depressions that are typically associated with mesh sizes. The base content edge can define an edge that contains sub-content. Content 疋 3-dimensional boundary, defined by the way and defined to adjust the edge size. However, unlike adjusting the edge size, the content edge can be scaled linearly and without affecting the resizing of the mesh. According to the area specified by the abstract material attribute value and the desktop full parameter plus the pixel. Shader, at least the information and mechanism that CDWM can use to validate the desktop content. High-level content material properties define how content and light sources interact with each other. The calculation of complex materials such as frosted glass can be done without the built-in support technology. Therefore, CD WM can use one of the less defined pixel shaders to implement crop material properties. A device is a small routine loaded into the display hardware that displays a set of predefined resources, including but not limited to lights, textures, vertices in prototypes, and parameters such as deformation and metric information. value. CD WM can choose the appropriate shader from a variety of pre-defined pixels it has to calculate a set of specific items. The material is ambient (intensity and transparency), diffused (strength and transparent j (strength and transparency) ), reflection scalars, refractive index 'diffusion and geometric textures' will be discussed below. The other features of the function can be utilized, and the function can be re-adjusted to distinguish the edges. Window zoom domain resources and around the physical model The environment uses video to pre-pixel coloring according to the selection of a color filter with a grid, which includes a reflective texture, and defines the global environment attribute with the desktop global 33 1374385 attribute such as eye position, global source ( ), environment maps, and similarities. Resources that define these desktop global properties can be forwarded to the 3D graphical interface along with the parameters and base window material properties, as parameters for the active pixel shader immediately before the calculus window. The ambient color simulates light that strikes the surface of the object from all directions. A material attribute 'environmental intensity of the UI content object that can be managed by the CDWM can determine the relative amount of ambient light that contacts the surface of the object' and can utilize a 32-bit ARGB value to indicate ambient color and transparency. In an exemplary implementation In the example, the ambient intensity can range from 0,0 (〇 ambient light, producing a consistent black appearance) to 1 〇 (the maximum intensity of the specified color uniformly dispersed on the object). Environment with a white ambient color The effect of the intensity 'allows the general brightness of the object to be controlled. The diffusion intensity determines the direction of light that scatters light when the light contacts the surface of the object. The light itself is proposed by one or more light or cube light maps. The material attribute of any UI content object that can be managed by the CDWM can be indicated by a 32_bit ARGB value that refers to the diffusion color, wherein the alpha element can refer to the transparency of the diffuse reflected light. The range is 0. 0 (no diffuse reflection of light, giving the object a consistent black appearance) to 1 〇 ( There is diffuse reflection of light, which gives the object a colored appearance according to the diffused color value. The lighter surface will present a more realistic modeled appearance' because the sum of the ambient and diffusion intensity values is close to 1.0 ^ The reflective intensity can be controlled from The surface of the object is directly reflected to the light intensity of the reviewer's and the reflective color can be indicated by an ARGB color of the object. Light 34 1374385 The source itself can be in the form of one or more light or a cube ray map. The material properties of UI content objects that can be managed by CDWM can be used to model a shiny surface with sharp high brightness using high reflection intensity values, while lower values can be used to model a rough with high brightness or no high brightness. Surface. The alphas of the color determines the transparency of the reflective high brightness. Similar to reflectivity and reflectivity, it determines the amount of light that is reflected directly from the surface of the object to the reviewer. The difference between reflection and reflection is that reflection can be applied to the entire environment and not just to the source. As a material property that can be used for any of the manageable UI content objects, a reflection value equal to 〇 并 does not produce any environmental reflection on the surface, and the reflection value produces a specular reflection of the environment on the surface. Modeling the environment can be modeled using a combination of cube environment maps and mouse cursors. Thus, the mouse cursor and the static characteristics of the environment reflect the degree of reflection controlled by the intensity of the reflection intensity from the surface of the window. The refractive index of each object determines the angle of transmission of the light that penetrates it. Snell's law can be used (Snell, slaw), nlsinel = n2sine2, where ~ is the refractive index of the medium U2, and 01 and 02 are respectively the projection and transmission angle H with respect to the normal of the table. If the medium 1 represents - the specified reflection For a desktop environment with a coefficient of 1.0 (no reflection) and media 2 is a window base object, 90bj = sin.^sin 0 can be used.
Win ϋβην / n〇bj)來決定其折射 角。表1中列出不同媒體之可模擬已知折射係數。 介質 折射係數 35 1374385 真空 --—-^ 1.00 -----— 冰塊 1.31 ' 水 ---------一 1.33 ^ ~ 玻璃 ---〜 -通常為1 .$ 〇 1 7 5 鑽石 2.42 ' — ------ 表1 一旦決定或計算出折^ 角度,在進行過與其仙& 相關聯之進一步處理後,可利用該角度自背寻谨物 =在該物件之可見表面上進行演算上色4 了折射之 色的最佳化,可蜗入習知技藝人士已知的— 可利用視覺類型(布景主〉 也吐 叩京主蟪)來定義CDWM視 為桌略。視覺類型通常可指使用者可選擇之布景主題 述了可適用於通用使用者界面元件的Μ、手工設計 與仃為屬性。應用程式可非必須地覆寫這些屬性中 些,而其他則由系統在考量使用者介面之一致性後, 選擇性地指定。視覺屬性包括通用視窗内容之外觀, :視窗内容如框架區域(基底内容)、非用戶端按紐 二他獨立於應用程式以外之元件。行為屬性包括視窗 轉換動畫,藉由此種方式,一視窗可利用⑨鼠互動式 或重新調整大小(如,嵌入、點著、伸展、以及收綿 及其他獨立於應用程式之外的行為。可將視覺與行為 中於CDWM而非在整個軟體演算上色管線中採用分 略’因而可提供-種更一致的終端使用者經驗,以及 屬性 之像 時演 !ί術。 與行 其詳 圖形 某一 系統 述通 以及 桌面 移動 、以 略集 式策 種較 36 1374385 簡單之開發環境。 根據本發明之-種示範性具體實施例,一視覺類型之預 設(或慣用)…至少包含—aIpha層級和/或一點陣圖, 且係根據該點陣圖來修改每-像I。舉例而m同習知 領域中已知的方法,利用-,a層級來改變一透明程度。 此外,該纹理可至少包含一種點陣圖,可將該點陣圖以及用 戶 份 端和/或非用戶端區域、 一起進行像素著色◊在 用戶端和/或非用戶端區域之—部 -種示範性具體實施例t,舉例而 言,該點陣圖可呈現毛玻璃之外觀。第5圖閱明一種視窗 5〇1,其係以一種毛玻璃框架5〇3來演算上色,當決定在視 窗框架503後之内容中有哪些像素應出現時,可指明折射係 數以便模擬玻璃。藉由利用圖形演算上色引擎之先進加入紋 理、光線與3 D處理能力之優點’以及利用一適當點陣圖, CDWM可組成一視窗501 ’其帶有一框架5〇3 ,該框架有一 毛玻璃外觀’可反射3D桌面環境中一種隨意指定之虛擬光 源’但卻又具有一不透明之用戶端内容區域,因而不至於減 損用戶端内容之視覺敏銳度。 桌面演算上色模型(失效對組合)各具有一種獨特結構 描述’可和應用程式互動,使得可正確地在桌面上保留應用 程式之視窗(們)。舉例而言’在一失效模型中,桌面演算 上色係仰賴視窗「剪裁區域」之管理以及持續性更新。剪裁 係指,藉由該過程將演算上色限制於一視窗的—種適當區 域。當一視窗之一部份因另一視窗而變暗時,其剪裁區域可 對應於該變暗區域之反選.。若在下方之視窗繪製其内容不 37 1374385 論是回應一繪畫訊息或以一種未經要求之形式,失效模型 DWM會確保其剪裁區域可施用至該輸出,因而可確保在重 疊於其上之視窗(們)中不會進行繪圖。若移動重疊於其上 之視窗,或將下方視窗移動至z形順序之最上方時,在dwm 傳送繪畫訊息至該下方視窗’以便更新任何新近類示的内 谷之前,DWM會相對應地調整該下方視窗之剪裁區域。 因此,失效模型DWM以及組合模型DWM係依賴不同 資訊來繪製桌面。舉例而言,在一失效模型DWM中,因為 DWM不會針對桌面上每一視窗之整個表面儲存一複本,在 重新調整大小以及重新繪製的過程中,DWM必須和一應用 程式進行通訊以便重新整理内容。相似地,應用程式會預期 不須重新整理其内容,除非DWM要求應用程式進行更新(當 然’除非因為使用者輸入而造成更新其内容)。若應用程式 不須獨立地更新其本身之内容,應用程式會要求dwm使其 本身視窗之一部份無效,並預期可自DWM接收一種對應於 該無效區域之.繪畫要求。由於在複合桌面之情形中,繪製每 —視窗整體所需之足夠資訊係由CD WM所保持,CD WM不 須在上述事件中傳送視窗繪畫訊息。因此可排除失效步驟; 應用程式僅需根據内建事件之指述,重新繪製其本身之全部 或—邹份。 由於這些根本之差異,每一種DWM和/或CDWM具有 一組獨特之API’應用程式預期可透過該API和DWM通訊, 以便確保可將視窗内容保持在最新狀態。因此’一種原本設 計為可和—失效模型DWM —起使用的應用程式,即依賴繪 38 1374385 畫訊息來演算上色其内容者,不必然可和一種组合模型 CDWM —起使用。因而’參照第4圖,CDWM可支援原本 設計可在一失效模型DWM令使用之應用程式》在此處,這 些應用程式可以是既有應用程式,且該向下相容支援可以是 既有支援。既有API係指可和使用相容於既有應用程式之一 種失效模型DWM的作業系統之先前版本一起使用的Αρι。 既有API 192b (第1B圖)允許應用程式和失效模型DWM (既有DWM) 192a進行通訊。既有DWM可使用一獨立之 既有API το件以應用程式之身分將不同既有告知處理至 CDWM、傳遞有關狀態資訊至CDWM、以及轉譯既有與 CDWM座標空間以用於輸人與定焦決定。可修改既有dwm 以便將資料重新導向至cdwm,如下所述。 第4圖闡明根據本發明之—種示範性態樣的一種視窗 組合方法之-部份。步帮4〇1•彻代表與一種既有應用程式Win ϋβην / n〇bj) determines the angle of refraction. The different media are listed in Table 1 to simulate the known refractive index. Dielectric Refractive Index 35 1374385 Vacuum----^ 1.00 ------ Ice Cube 1.31 'Water---------1.33 ^ ~ Glass---~ - Usually 1 .$ 〇1 7 5 Diamond 2.42 ' — ------ Table 1 Once you have decided or calculated the angle of the fold, you can use the angle to find the object after the further processing associated with its fairy & It can be seen that the optimization of the color of the refracting color on the surface can be swayed by the skilled artisans - the visual type (set master) and the vomiting of the gods can be used to define CDWM as a table . The visual type can generally refer to a user-selectable set theme that describes the tricks, manual design, and attributes that can be applied to common user interface components. The application may optionally overwrite some of these attributes, while others are optionally specified by the system after considering the consistency of the user interface. Visual attributes include the appearance of generic window content: Windows content such as frame area (base content), non-user side buttons, and components that are independent of the application. Behavioral attributes include window transition animations, in which a window can be interactive or resized (eg, embedded, clicked, stretched, and harvested and other behaviors independent of the application. Use visual and behavioral in CDWM rather than in the entire software calculus coloring pipeline to provide a more consistent end-user experience, as well as the image of the property time! A system and desktop mobile, a slightly more developed environment than 36 1374385. According to an exemplary embodiment of the present invention, a visual type of preset (or customary) ... at least - aIpha level And/or a bitmap, and modifying each image I according to the bitmap. For example, m is similar to the method known in the prior art, and the level of transparency is changed by the -, a level. At least one dot pattern can be used, and the user's share and/or non-user area can be pixelated together in the user end and/or the non-user end area. The specific embodiment t, for example, the dot pattern can show the appearance of frosted glass. Figure 5 illustrates a window 5〇1, which is calculated by a frosted glass frame 5〇3, when decided to be in the window. When there are pixels in the content behind the frame 503, the refractive index can be specified to simulate the glass. By using the graphics algorithm, the coloring engine is advanced to add texture, light and 3D processing power's advantages and use a suitable bitmap CDWM can form a window 501 'with a frame 5 〇 3, the frame has a frosted glass appearance 'reflecting a arbitrarily designated virtual light source in the 3D desktop environment' but has an opaque user-side content area, so that it does not Decrease the visual acuity of the user-side content. The desktop calculus coloring model (invalid pair combination) each has a unique structural description 'interacting with the application, so that the application window can be properly saved on the desktop. For example In a failure model, the desktop calculus color depends on the management of the "trimming area" of the window and the continuous update. By this process, the calculation color is limited to a suitable area of a window. When one part of one window is darkened by another window, the clipping area may correspond to the inverse selection of the darkened area. Draw the content in the lower window. 37 1374385 In response to a painting message or in an unsolicited form, the invalidation model DWM will ensure that its clipping area can be applied to the output, thus ensuring a window that overlaps it ( No drawing is done. If you move the window that overlaps it, or move the lower window to the top of the z-order, send a drawing message to the lower window in dwm to update any newly displayed inner valley. Previously, DWM adjusted the clipping area of the lower window accordingly. Therefore, the failure model DWM and the combined model DWM rely on different information to draw the desktop. For example, in a failure model DWM, because DWM does not store a copy of the entire surface of each window on the desktop, DWM must communicate with an application to reorganize during resizing and redrawing. content. Similarly, the application expects that there is no need to rearrange its content unless DWM requires the application to update (although 'unless the user's input causes the content to be updated). If the application does not need to update its own content independently, the application will ask dwm to invalidate one of its own windows and expect to receive a painting request from the DWM corresponding to the invalid area. Since in the case of a composite desktop, sufficient information required to draw each of the windows is maintained by the CD WM, the CD WM does not have to transmit window drawing messages in the above events. Therefore, the failure step can be eliminated; the application only needs to redraw all of itself or Zoufen according to the description of the built-in event. Because of these fundamental differences, each DWM and/or CDWM has a unique set of API’ applications that are expected to communicate with the DWM via this API to ensure that the content of the window is kept up to date. Therefore, an application originally designed to be compatible with the failure model DWM, that is, relying on drawing 38 1374385 to calculate the color of its content, does not necessarily work with a combination model CDWM. Therefore, referring to Figure 4, the CDWM can support the application that can be used in a failure model DWM order. Here, these applications can be existing applications, and the downward compatibility support can be existing support. . An existing API refers to a 可ρι that can be used with a previous version of an operating system that is compatible with a failure model DWM of an existing application. The existing API 192b (Figure 1B) allows the application to communicate with the failure model DWM (both DWM) 192a. Both the DWM and the CDWM coordinate space can be used for input and fixed focus by using a separate API οο as an application to process different notifications to the CDWM, to communicate status information to the CDWM, and to translate the existing and CDWM coordinate spaces. Decide. Existing dwm can be modified to redirect data to cdwm as described below. Figure 4 illustrates a portion of a window assembly method in accordance with an exemplary aspect of the present invention. Step 4〇1•Chee represents an existing application
視窗相關聯之内容的初始:宫罝μ A J n始决算上色’且係自既有視窗管理器 1 9 2 a取得該視窗之來源潘質卜名 不#少'算上色表面(若需要指令來產生 該表面時’為來源演算上色表面集)(第ib@)。步驟 411-419闡明由一組合支插庙田 後應用程式所產生之視窗内容的演 算上色。 在步驟401巾,由於一既有應用程式呼叫既有API 勵,要求其根據設計供應用程式使用之失效模型,於桌面 上繪製一視窗,因此,CDWA/r τ a DWM可自既有視窗管理器處接收 給主視窗内容的一種初 。更新〇知。舉例而言,Microsoft® Word® XP可呼叫既有a p丨 ΑρΙ’使侍既有DWM 1923可繪製使 39 1374385 用者輸入之文字。在步驟403中,CD WM可自布景主題管 理器處取回内容之預設網格》在步驟405中,CDWM可自 既有視窗管理器處取回(或產生)重新導入表面。此表面可 作為内容之擴散紋理。在步驟407中,CD WM可確保僅保 留既有紋理之所要區域,因而不會演算上色含有既有視窗框 架、邊界、和/或標題之部份。欲方便地達成此一目標的一 種方法是轉換網格之紋理貼圖座標,使得僅有想要之區域可 對映至網格之X與y邊界寬高。在步驟409中,CDWM可 取回該内容之預設物料屬性内容。此時已收集到演算上色既 有内容所需之資源與參數。 在步驟411中,CD WM可自一種要求演算上色與一視 窗相關聯之一内容物件的應用程式處,接收資訊。該内容可 非必須地帶有一自定網格、自定紋理、和/或自定物料屬性。 當應用程式想使得一現有内容物件具有一種非標準形狀 時,可單獨提出一自定網格。若討論中之内容物件為視窗基 底内容,自定網格會重新定義該視窗之形狀。當應用程式想 要將一種非標準外觀(即,現用佈景主體指明之外觀以外者) 傳給一種系統定義之内容物件時,可單獨提供一自定紋理和 /或自定物料屬性。若討論中之内容物件為視窗基底内容, 自定紋理和/或物料屬性會在不改變該視窗之外型的情況 下,重新定義該視窗之外觀。更常見的情形是,應用程式會 自草稿產生一種内容物件,並可在建立的時候,指明其網格 (可自一組預先定義之系統網格中選擇之)' 紋理以及物料 屬性(可自一組預先定義之系統物料屬性中選擇之)。 40 1374385 在步驟413中,CD WM可決定是否已指明一種自定内 容網格’且若未指明時,會自布景主題管理器取回一種預設 網格(步驟403)。在步驟415中,cd WM會決定是否已指 明一種自定纹理’且若未指明時,會自布景主題管理器取回 一種預設纹理。在步驟417中,CDWM會決定應用程式是 否已指明自定物料屬性,且若未指明時,會自布景主題管理 器取回一組預設之物料屬性。此時已收集到演算上色自定内 容所需之資源與參數。 在步驟419中,CDWM會透過UCE程式化介面來組合 一種演算上色指令區塊,以便演算上色内容,並參照適當之 網格、紋理以及物料屬性。演算上色指令區塊會加入佇列以 供UCE執行。目標裝置(們)之待處理重新整理間隔完結 時,UCE演算上色模型會執行指令區塊。 藉由提供既有支援,整合了 CDWM以及既有DWM之 作業系統具有利用失效DWM(既有DWM 1 92a )或組合DWM (CDWM 1 90 )來演算上色桌面之能力。亦即,作業系統除 了組合模型之外,亦可支援失效模型DWM,以便提供既有 支援。因此,在不具有足以有效執行耗費大量處理器計算能 力之桌面组合所需之視訊硬體的系統中(如,在具有較低視 訊記憶體、或不具有3D加速硬體之系統中),CDWM和/或 作業系統可允許一使用者選擇是否應使用組合或既有繪圖 模式。可自動地或手動地進行該選擇。舉例而言,可以根據 使用者所選之一種現用視覺類型(佈景主題)所定義之繪圖 模式’透過手動使用者控制提供該選擇。該選擇可二擇一地 41 1374385 或亦可 一 AC 用既有 故較不 利 化之圖 玻璃或 其具有 至少某 包括其 生一種 可如毛 光源之 玻璃」 可透過 容之失 毛 介面的 可加強 者提出 其他作 璃般真 功能上 毛 物料之外觀,亦 ’本發明不僅產 根據根據省電情形,而言,當將一可揭式裝置自 電源器移除並轉換至電池模式時,作業系統可強制使 繪圖模式’因其係採用視訊圖形處理單元(GPU ), 耗電。 用上述方法與系統,一作業系統可提供一種實體模型 形使用者介面’其可利用先進3D圖形能力。對於毛 某些其他複雜物料,該物料可提供一種模擬之外觀, 至少某種透明度以及由該透明度導致可見内容產生 種程度失真,視窗框架不僅可呈現該 特徵’導致一種半透明之效果。亦即 看似毛玻璃之視窗框架或邊界之能力,該視窗框架亦 玻璃一般反射GIH環境中之内容’包括可指示虛擬 光譜高亮度、模擬一種類似玻璃之折射係數使得「毛 邊界之後的内容會相對應地產生些許位移、以及一種 一或多種像素著色器施用的點陣圖以便提供下方内 真效果。 玻璃或其他似玻璃之實體模型化物件對圖形使用者 使用者而言有許多優點。舉例而言,坡壤的美麗外觀 GUI且可提出一種豐富使用者經驗,藉由對於使用 一種明亮、開放的感覺,使得本發明 < —種GUI比 業系統之GUI更能吸引終端使用者》同時,具有玻 實特徵或逼真特徵的實體模型化之毛坡璃,亦可提供 的優點。 玻璃外觀可幫助使用者了解在一種多重視窗環境中 42 1374385 的視窗層順序。藉由著色'反射、以及反光打亮可對桌面 上的深度以及層級產生一種較強烈的感受,並可幫助一使用 者決定桌面上不同視窗之z型順序。雖然某些已知系統對於 一整個視窗採用一致的透明度,一使用者可能無法輕易了解 欲使用視窗中之内容為何以及在該視窗之後有哪些内容。藉 由改變此種透明度之一致性,每一像素之透明度會隨z型順 序而改變,便可能改正前述問題,但是以一種違反通常習 俗、非直覺式的形式。更有甚者’藉由在一像素著色器中納 入一種可調整之模糊演算法,該演算法可在產生每一目的像 素的過程中,取樣多重周圍來源像素,以及藉由在演算上色 視窗框架的過程中執行此一著色器,本發明可模型化由於真 實世界中毛玻璃的不完美所導致的光線散射行為。正是此種 對於背景之實體模型化失真,可允許使用者立即地分辨背景 與前景内容。且由於此一效果為累加性的,互相重疊的毛玻 璃視窗框架會由前景至背景而逐漸地越來越加失真。因此’ 使用者可憑直覺來分辨在多層毛玻璃視窗框架下之背景内 容。 毛玻璃亦允許使用較厚之邊界來減輕使用者和gui之 互動,舉例而言,可使得一使用者較容易以滑鼠捉取一視窗 邊界,以便移動視窗或重新調整其大小,但不會使得視窗後 之内容變得模糊(因為玻璃是透明或半透明的)。理利用不 同的毛玻璃效果,使得使用者更容易分辨現用與非現用視窗 狀態之差異。此外,毛玻璃使得一使用者能更輕易地閱 /或檢視螢幕上的内容,因為使用者可在任付蛀— 17特弋時間檢視 43 1374385 更多的螢幕區域(因為玻璃是透明或半透明的),且桌面看 起來較不雜亂,因為玻璃在顯示螢幕上不是一種突兀的元 件。 習知技藝人士可以理解,雖然圖示中以毛玻璃做為一種 特定的實施例,本發明不受其限制。可藉由使用一種不同的 點陣圖和/或一種不同的像素著色器來演算上色其外表,即 可輕易改變該毛玻璃之外觀。此外,使用不同環境變數(如, 不同之光源(們)可改變反射與反光打亮)、或改變玻璃之 虛擬實體屬性(如,折射係數、反射等等),亦會改變毛玻 璃之外觀。可以理解,本發明亦可用於模擬其他紋理與化合 物,如金屬、塑膠、紙類、棉質、以及其他自然或合成物質。 雖然此處參照特定實施例包括實施本發明之現有較佳 模式來描述本發明,習知技藝人士可以理解,可上述系統與 技術尚有多種變形與排列組合。因而,本發明之精神與範圍 應如下文中申請專利範圍所允許之最廣解釋範圍。 【圖式簡單說明】 藉由上述說明與下列附隨圖示,可更完整地了解本發明 及其優點,在圖示中,像似的參照數字係指示相似屬性,且 其中= 第1A圖闡明一作業環境,其可運用於本發明之一種示 範性具體實施例的一或多種態樣。 第1B圖闡明在一種複合之桌面平台的一種示範性舉體 實施例中,元件之間功能與服務的分配。 44 1374385 第2圖闡明根據本發明之一種示範性態樣的一種组合 方法。 第3圖閣明根據本發明之一種示範性態樣的一種視窗。 第4圖闡明根據本發明之一種示範性態樣的一種視窗 组合方法之一部份。 第5圖闡明根據本發明之一種示範性態樣所演算上色 的一種以毛玻璃為框架之視窗。 第6圖闡明一種具有一動態視窗解析之視窗。 第7圖闡明在網格重新設定大小期間所使用之區域。 【主要元件符號說明】 100 運 算 系 統 環 境 110 電 腦 120 處 理 單 元 121 系 統 匯 流 排 130 系 統 記 憶 體 13 1 唯 讀 記 憶 體 132 隨 機 存 取 記 憶 體 133 基 本 輸 入 /輸出 系統 134 作 業 系 統 135 應 用 程 式 136 其 他 程 式 模 組 137 程 式 資 料 140 非 可 移 除 、 非 易 變 記 憶 體介面 141 硬 碟 144 作 業 系 統 145 應 用 程 式 146 其 他 程 式 模 組 147 程 式 資 料 150 可 移 除 、 非 易 變 記 憶 體 介面 15 1 磁 碟 機 152 可 移 除 % 非 易 變磁碟 155 光 碟 機 156 可 移 除 非 易 變光碟 45 1374385 160 使用者輸入介面 161 滑鼠 162 鍵盤 170 網路介面 171 區域網路 172 數據機 173 廣域網路 180 遠端電腦 18 1 記憶體裝置 182 遠端應用程式 183 視訊配接卡 184 監視器 185 數位化器 186 手寫輸入裝置 187 輸出周邊介面 188 印表機 189 擴音器 190 組合桌面視窗管理器 190a 應用程式化介面 190b 子系統程式化介面 190c UI物件管理器 191 應用程式軟體 192 既有圖形使用者介面子系統 192a 既有視窗管理器 192b 既有圖形裝置介面 193 佈景主題管理器 194 統一組合引擎 194a 程式化介面 194b 資源管理器 194c 要求佇列 1 94d 演算上色模組 195 3D圖形介面 196 視訊驅動裝置物件 197 顯示裝置 301 應用程式視窗 303 晝框或基底内容 305 按紐 307 指示性圖示 309 捲軸 3 11 選單列 3 13 視窗標題文字 3 15 主内容物件區域 501 視窗 503 毛玻璃畫框 601 視窗 603 基底畫框物件 605 畫框按鈕物件 46 1374385 607 指示性畫框圖示物件 613 615a, 615b 主内容物件區域 617,619 應用程式定義之晝框按 畫框視窗標題物件 鈕物件 47The initial content of the window-related content: the palace 罝μ AJ n initial settlement coloring 'and from the existing window manager 1 9 2 a to get the source of the window Pan quality name does not #少' count the color surface (if needed The command to "color the surface set for the source calculus" (ib@) when the surface is generated. Steps 411-419 illustrate the computational coloring of the window content produced by a combined application of the Mt. In step 401, since an existing application calls the existing API, it is required to draw a window on the desktop according to the failure model used by the design application, so CDWA/r τ a DWM can be managed from the existing window. The beginning of the content received by the device to the main window. Update cognition. For example, Microsoft® Word® XP can call both a p丨 ΑρΙ’ so that the DWM 1923 can draw the text that the user entered with 39 1374385. In step 403, the CD WM can retrieve the preset mesh of content from the Scene Theme Manager. In step 405, the CDWM can retrieve (or generate) the re-import surface from the existing window manager. This surface acts as a diffusion texture for the content. In step 407, the CD WM ensures that only the desired area of the existing texture is retained, and thus the portion containing the existing window frame, border, and/or title is not calculated. One way to easily achieve this goal is to transform the texture map coordinates of the mesh so that only the desired area is mapped to the X and y boundaries of the grid. In step 409, the CDWM can retrieve the preset material attribute content of the content. At this point, the resources and parameters needed to calculate the color of the existing content have been collected. In step 411, the CD WM may receive information from an application that requires computation to color a content object associated with a viewport. This content may optionally have a custom grid, custom texture, and/or custom material properties. When the application wants to have an existing content object with a non-standard shape, a custom grid can be proposed separately. If the content object in the discussion is the base of the window, the custom mesh will redefine the shape of the window. A custom texture and/or custom material attribute can be provided separately when the application wants to pass a non-standard look (ie, something other than the appearance specified by the active set subject) to a system-defined content object. If the content object in the discussion is window-based content, the custom texture and/or material properties will redefine the appearance of the window without changing the appearance of the window. More often than not, the application generates a content object from the draft and, when created, indicates its grid (which can be selected from a set of pre-defined system grids) 'texture and material properties (can be Selected from a set of predefined system material properties). 40 1374385 In step 413, the CD WM may determine whether a custom content grid has been indicated and if not specified, a preset grid is retrieved from the Scene Theme Manager (step 403). In step 415, cd WM will determine if a custom texture has been indicated' and if not specified, a preset texture is retrieved from the Scene Theme Manager. In step 417, the CDWM determines if the application has specified a custom material attribute, and if not specified, retrieves a set of default material attributes from the Scene Theme Manager. At this point, the resources and parameters needed to calculate the custom content have been collected. In step 419, the CDWM combines a calculus command block through the UCE stylized interface to calculate the coloring content and reference the appropriate mesh, texture, and material properties. The calculus command block will be added to the queue for UCE execution. The UCE calculation coloring model executes the instruction block when the target device(s) is to be processed. By providing existing support, the integrated CDWM and existing DWM operating systems have the ability to use the failed DWM (both DWM 1 92a) or combined DWM (CDWM 1 90) to calculate the coloring of the desktop. That is, the operating system can support the failure model DWM in addition to the combined model to provide existing support. Therefore, in a system that does not have enough video hardware to efficiently execute a desktop combination that consumes a large amount of processor computing power (for example, in a system with lower video memory or without 3D acceleration hardware), CDWM And/or the operating system may allow a user to select whether a combination or existing drawing mode should be used. This selection can be made automatically or manually. For example, the selection can be provided by manual user control based on a drawing mode defined by an active visual type (set theme) selected by the user. The choice may alternatively be 41 1374385 or may be enhanced by an AC with a relatively unfavorable glass or at least one of which may include a glass that is permeable to a light source. The present invention proposes the appearance of other glass-like functional hair materials, and the invention is not only produced according to the power saving situation, when a removable device is removed from the power source and converted to the battery mode, the operating system You can force the drawing mode to consume power because it uses a video graphics processing unit (GPU). With the above method and system, an operating system can provide a physical model-shaped user interface that can utilize advanced 3D graphics capabilities. For some other complex material, the material provides a simulated appearance, at least some transparency and the degree of distortion of the visible content caused by the transparency, and the window frame not only presents the feature' resulting in a translucent effect. That is, the ability to look like a window frame or border of frosted glass. The window frame also reflects the content of the GIH environment. 'Including the high brightness of the virtual spectrum, and simulating a refractive index similar to glass, so that the content after the gross boundary will Correspondingly, a slight displacement is produced, as well as a bitmap of one or more pixel shader applications to provide the underlying inner effect. Glass or other glass-like solid model material has many advantages for the graphical user user. In other words, the beautiful appearance GUI of the slope can provide a rich user experience, and by using a bright and open feeling, the invention can be more attractive to the end user than the GUI of the GUI system. Solid modeling of the glazed glass with solid or realistic features can also provide the advantage. The glass appearance helps the user understand the window layer order of 42 1374385 in a multiple window environment. By coloring 'reflection, and reflection Brightening can have a strong feeling on the depth and level of the desktop, and can help The user determines the z-order of the different windows on the desktop. Although some known systems use consistent transparency for an entire window, a user may not be able to easily understand what content to use in the window and what is behind the window. By changing the consistency of such transparency, the transparency of each pixel will change with the z-order, and it is possible to correct the aforementioned problem, but in a form that violates the usual custom, non-intuitive form. What is more? A pixel shader incorporates an adjustable blurring algorithm that samples multiple surrounding source pixels during the generation of each pixel of interest, and performs this coloring during the process of coloring the window frame The present invention can model the light scattering behavior caused by imperfections in the real world of frosted glass. It is this physical modeling distortion of the background that allows the user to immediately distinguish between background and foreground content. The effect is additive, and the overlapping frosted glass window frames will gradually increase from the foreground to the background. The more distortion, so the user can intuitively distinguish the background content in the multi-layer frosted glass window frame. Frosted glass also allows the use of thicker boundaries to reduce the interaction between the user and the gui, for example, can make a user It's easy to capture a window border with a mouse to move the window or resize it, but it doesn't blur the content behind the window (because the glass is transparent or translucent). Use different frosted glass effects to make use of it It is easier to distinguish between the current and inactive window states. In addition, frosted glass makes it easier for a user to read/view the content on the screen, as the user can view it at the time of the 蛀17 special time. The screen area (because the glass is transparent or translucent), and the desktop looks less cluttered, because the glass is not an awkward component on the display screen. It will be understood by those skilled in the art that although the glass is used as a specific embodiment in the drawings, the invention is not limited thereto. The appearance of the frosted glass can be easily changed by using a different dot pattern and/or a different pixel shader to calculate the appearance of the frosted glass. In addition, the use of different environmental variables (eg, different light sources (which can change reflections and reflective lighting), or changes to the virtual physical properties of the glass (eg, refractive index, reflection, etc.) can also change the appearance of the glass. It will be appreciated that the invention may also be used to simulate other textures and compounds such as metals, plastics, paper, cotton, and other natural or synthetic materials. Although the present invention has been described herein with reference to the specific embodiments thereof, which are in accordance with the preferred embodiments of the present invention, it will be understood by those skilled in the art that various modifications and combinations of the above described systems and techniques. Therefore, the spirit and scope of the invention should be construed as the broadest scope of the scope of the invention. BRIEF DESCRIPTION OF THE DRAWINGS The invention and its advantages will be more fully understood from the following description and the accompanying drawings in which <RTIgt; An operating environment that can be used in one or more aspects of an exemplary embodiment of the present invention. Figure 1B illustrates the distribution of functions and services between components in an exemplary embodiment of a composite desktop platform. 44 1374385 Figure 2 illustrates a combined method in accordance with an exemplary aspect of the present invention. Figure 3 illustrates a window in accordance with an exemplary aspect of the present invention. Figure 4 illustrates a portion of a window assembly method in accordance with an exemplary aspect of the present invention. Fig. 5 illustrates a window framed by frosted glass, which is colored according to an exemplary aspect of the present invention. Figure 6 illustrates a window with a dynamic window resolution. Figure 7 illustrates the area used during grid resizing. [Description of main component symbols] 100 Computing system environment 110 Computer 120 Processing unit 121 System bus 130 System memory 13 1 Read only memory 132 Random access memory 133 Basic input/output system 134 Operating system 135 Application 136 Other programs Module 137 Program Data 140 Non-Removable, Non-Variable Memory Interface 141 Hard Disk 144 Operating System 145 Application 146 Other Program Module 147 Program Data 150 Removable, Non-Variable Memory Interface 15 1 Disk Drive 152 Removable % Non-Variable Disk 155 Disc Player 156 Removable Non-Variable Disc 45 1374385 160 User Input Interface 161 Mouse 162 Keyboard 170 Network Interface 171 Area Network 172 Data Machine 173 WAN 180 Remote Computer 18 1 Memory Device 182 Remote Application 183 Video Adapter 184 Monitor 185 Digitalizer 186 Handwriting Input Device 187 output peripheral interface 188 printer 189 loudspeaker 190 combined desktop window manager 190a application programming interface 190b subsystem programming interface 190c UI object manager 191 application software 192 existing graphical user interface subsystem 192a There are window manager 192b existing graphics device interface 193 scene theme manager 194 unified combination engine 194a programming interface 194b resource manager 194c request queue 1 94d calculation color module 195 3D graphics interface 196 video drive device object 197 display device 301 Application Window 303 Frame or Base Content 305 Button 307 Indication Graphic 309 Reel 3 11 Menu Column 3 13 Window Title Text 3 15 Main Content Object Area 501 Window 503 Frosted Glass Frame 601 Window 603 Base Frame Object 605 Painting Frame button object 46 1374385 607 Indicative frame icon object 613 615a, 615b Main content object area 617, 619 Application-defined frame Press frame window title object button object 47
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